More coding style conformance

This commit is contained in:
Alexander Bock
2017-11-11 11:25:49 -05:00
parent f29b15a37f
commit 758e26789c
170 changed files with 2585 additions and 1229 deletions
@@ -37,13 +37,15 @@
namespace openspace::globebrowsing {
bool LayerShaderManager::LayerShaderPreprocessingData::LayerGroupPreprocessingData::operator==(
const LayerGroupPreprocessingData& other) const {
bool
LayerShaderManager::LayerShaderPreprocessingData::LayerGroupPreprocessingData::operator==(
const LayerGroupPreprocessingData& other) const
{
return layerType == other.layerType &&
blendMode == other.blendMode &&
layerAdjustmentType == other.layerAdjustmentType &&
lastLayerIdx == other.lastLayerIdx &&
layerBlendingEnabled == other.layerBlendingEnabled;
blendMode == other.blendMode &&
layerAdjustmentType == other.layerAdjustmentType &&
lastLayerIdx == other.lastLayerIdx &&
layerBlendingEnabled == other.layerBlendingEnabled;
}
bool LayerShaderManager::LayerShaderPreprocessingData::operator==(
@@ -92,7 +94,9 @@ LayerShaderManager::LayerShaderPreprocessingData
for (const std::shared_ptr<Layer>& layer : layers) {
layeredTextureInfo.layerType.push_back(layer->type());
layeredTextureInfo.blendMode.push_back(layer->blendMode());
layeredTextureInfo.layerAdjustmentType.push_back(layer->layerAdjustment().type());
layeredTextureInfo.layerAdjustmentType.push_back(
layer->layerAdjustment().type()
);
}
preprocessingData.layeredTextureInfo[i] = layeredTextureInfo;
@@ -173,7 +177,10 @@ void LayerShaderManager::recompileShaderProgram(
for (int j = 0; j < textureTypes[i].lastLayerIdx + 1; ++j) {
std::string key = groupName + std::to_string(j) + "LayerType";
shaderDictionary.setValue(key, static_cast<int>(textureTypes[i].layerType[j]));
shaderDictionary.setValue(
key,
static_cast<int>(textureTypes[i].layerType[j])
);
}
// This is to avoid errors from shader preprocessor
@@ -182,7 +189,10 @@ void LayerShaderManager::recompileShaderProgram(
for (int j = 0; j < textureTypes[i].lastLayerIdx + 1; ++j) {
std::string key = groupName + std::to_string(j) + "BlendMode";
shaderDictionary.setValue(key, static_cast<int>(textureTypes[i].blendMode[j]));
shaderDictionary.setValue(
key,
static_cast<int>(textureTypes[i].blendMode[j])
);
}
// This is to avoid errors from shader preprocessor
@@ -191,7 +201,10 @@ void LayerShaderManager::recompileShaderProgram(
for (int j = 0; j < textureTypes[i].lastLayerIdx + 1; ++j) {
std::string key = groupName + std::to_string(j) + "LayerAdjustmentType";
shaderDictionary.setValue(key, static_cast<int>(textureTypes[i].layerAdjustmentType[j]));
shaderDictionary.setValue(
key,
static_cast<int>(textureTypes[i].layerAdjustmentType[j])
);
}
}