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https://github.com/OpenSpace/OpenSpace.git
synced 2026-04-24 04:58:59 -05:00
Add strict test for whitespace at end of line
More work on coding style
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@@ -109,7 +109,7 @@ private:
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* The _volumes map keeps track of which volumes that can
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* be rendered using the current resolve program, along with their raycast data
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* (id, namespace, etc)
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*/
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*/
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std::map<VolumeRaycaster*, RaycastData> _raycastData;
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std::map<VolumeRaycaster*, std::unique_ptr<ghoul::opengl::ProgramObject>> _boundsPrograms;
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std::vector<std::string> _helperPaths;
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@@ -42,7 +42,7 @@ struct UpdateData;
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struct RendererTasks;
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struct SurfacePositionHandle;
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namespace documentation { struct Documentation; }
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namespace documentation { struct Documentation; }
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// Forward declare to minimize dependencies
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@@ -44,7 +44,7 @@ namespace documentation { struct Documentation; }
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/**
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* The base class for screen space images and screen space framebuffers.
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* This base class handles general functionality specific to planes that are rendered in
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* This base class handles general functionality specific to planes that are rendered in
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* front of the camera. It implements protected methods and properties for converting
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* the planes from Spherical to Euclidean coordinates and back. It also specifies the
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* interface that its children need to implement.
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@@ -79,7 +79,7 @@ protected:
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* Converts Spherical coordinates to Euclidean.
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* \param spherical The coordinates theta and phi
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* \param radius The radius position value of the plane
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* \return The x and y position value of the plane
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* \return The x and y position value of the plane
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*/
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glm::vec2 toEuclidean(const glm::vec2& spherical, float radius);
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@@ -40,7 +40,7 @@ public:
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/**
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* Constructor
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*/
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Volume() {};
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Volume() {};
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/**
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* Destructor
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@@ -76,7 +76,7 @@ public:
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*
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* The shader preprocessor will have acceess to
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* A #{namespace} variable (unique per helper file)
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*
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*
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* Should define the function:
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* vec4 getVertex()
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*/
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@@ -84,14 +84,14 @@ public:
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/*
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* Return a path to a file with the functions, uniforms and fragment shader in variables
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* required to generate the fragment color and depth.
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* required to generate the fragment color and depth.
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*
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* Should define the function:
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* Fragment getFragment()
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*
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*
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* The shader preprocessor will have acceess to
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* A #{namespace} variable (unique per helper file)
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*/
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*/
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//virtual std::string getBoundsFsPath() = 0;
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/**
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@@ -116,7 +116,7 @@ public:
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* This file will be included once per shader program generated,
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* regardless of how many volumes say they require the file.
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* Ideal to avoid redefinitions of helper functions.
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*
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*
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* The shader preprocessor will have access to the #{namespace} variable (unique per helper file)
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* which should be a prefix to all symbols defined by the helper
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*/
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@@ -84,14 +84,14 @@ public:
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/*
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* Return a path to a file with the functions, uniforms and fragment shader in variables
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* required to generate the fragment color and depth.
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* required to generate the fragment color and depth.
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*
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* Should define the function:
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* Fragment getFragment()
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*
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*
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* The shader preprocessor will have acceess to
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* A #{namespace} variable (unique per helper file)
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*/
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*/
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virtual std::string getBoundsFsPath() const = 0 ;
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/**
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@@ -116,7 +116,7 @@ public:
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* This file will be included once per shader program generated,
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* regardless of how many volumes say they require the file.
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* Ideal to avoid redefinitions of helper functions.
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*
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*
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* The shader preprocessor will have access to the #{namespace} variable (unique per helper file)
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* which should be a prefix to all symbols defined by the helper
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*/
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@@ -125,4 +125,4 @@ public:
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} // namespace openspace
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#endif // __OPENSPACE_CORE___VOLUMERAYCASTER___H__
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#endif // __OPENSPACE_CORE___VOLUMERAYCASTER___H__
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