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https://github.com/OpenSpace/OpenSpace.git
synced 2026-05-04 18:11:01 -05:00
Remove style guide errors
Add missing newline errors
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@@ -52,9 +52,9 @@ DataSphere::DataSphere(const ghoul::Dictionary& dictionary)
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_fsPath = "${MODULE_ISWA}/shaders/datasphere_fs.glsl";
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}
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DataSphere::~DataSphere(){}
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DataSphere::~DataSphere() {}
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bool DataSphere::initialize(){
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bool DataSphere::initialize() {
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IswaCygnet::initialize();
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//rotate 90 degrees because of the texture coordinates in PowerScaledSphere
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@@ -90,7 +90,7 @@ bool DataSphere::initialize(){
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return true;
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}
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bool DataSphere::createGeometry(){
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bool DataSphere::createGeometry() {
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PowerScaledScalar radius = PowerScaledScalar(6.371f*_radius, 6.0);
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int segments = 100;
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_sphere = std::make_shared<PowerScaledSphere>(radius, segments);
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@@ -98,7 +98,7 @@ bool DataSphere::createGeometry(){
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return true;
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}
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bool DataSphere::destroyGeometry(){
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bool DataSphere::destroyGeometry() {
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_sphere = nullptr;
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return true;
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}
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@@ -109,18 +109,19 @@ void DataSphere::renderGeometry() const {
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_sphere->render();
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}
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std::vector<float*> DataSphere::textureData(){
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std::vector<float*> DataSphere::textureData() {
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// if the buffer in the datafile is empty, do not proceed
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if(_dataBuffer.empty())
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if(_dataBuffer.empty()) {
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return std::vector<float*>();
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}
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if(!_dataOptions.options().size()){ // load options for value selection
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if(!_dataOptions.options().size()) { // load options for value selection
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fillOptions(_dataBuffer);
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_dataProcessor->addDataValues(_dataBuffer, _dataOptions);
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// if this datacygnet has added new values then reload texture
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// for the whole group, including this datacygnet, and return after.
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if(_group){
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if(_group) {
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_group->updateGroup();
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return std::vector<float*>();
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}
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@@ -129,10 +130,11 @@ std::vector<float*> DataSphere::textureData(){
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return _dataProcessor->processData(_dataBuffer, _dataOptions, _textureDimensions);
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}
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void DataSphere::setUniforms(){
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void DataSphere::setUniforms() {
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// set both data texture and transfer function texture
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setTextureUniforms();
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_shader->setUniform("backgroundValues", _backgroundValues.value());
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_shader->setUniform("transparency", _alpha.value());
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}
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} //namespace openspace
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} //namespace openspace
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