mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 08:04:40 +00:00
rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
This commit is contained in:
parent
efbe5e90f5
commit
2b295fb7f0
454 changed files with 4162 additions and 4156 deletions
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@ -69,15 +69,15 @@ public:
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virtual ~GFXGLShaderConstHandle();
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const GFXShaderConstDesc getDesc();
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const String& getName() const { return mDesc.name; }
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GFXShaderConstType getType() const { return mDesc.constType; }
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U32 getArraySize() const { return mDesc.arraySize; }
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const String& getName() const override { return mDesc.name; }
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GFXShaderConstType getType() const override { return mDesc.constType; }
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U32 getArraySize() const override { return mDesc.arraySize; }
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U32 getSize() const { return mDesc.size; }
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void setValid(bool valid) { mValid = valid; }
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/// @warning This will always return the value assigned when the shader was
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/// initialized. If the value is later changed this method won't reflect that.
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S32 getSamplerRegister() const { return (!isSampler() || !mValid) ? -1 : mDesc.samplerReg; }
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S32 getSamplerRegister() const override { return (!isSampler() || !mValid) ? -1 : mDesc.samplerReg; }
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// Returns true if this is a handle to a sampler register.
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bool isSampler() const
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@ -117,32 +117,32 @@ public:
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void onShaderReload(GFXGLShader* shader);
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// GFXShaderConstBuffer
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virtual GFXShader* getShader();
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virtual void set(GFXShaderConstHandle* handle, const F32 fv);
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virtual void set(GFXShaderConstHandle* handle, const Point2F& fv);
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virtual void set(GFXShaderConstHandle* handle, const Point3F& fv);
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virtual void set(GFXShaderConstHandle* handle, const Point4F& fv);
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virtual void set(GFXShaderConstHandle* handle, const PlaneF& fv);
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virtual void set(GFXShaderConstHandle* handle, const LinearColorF& fv);
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virtual void set(GFXShaderConstHandle* handle, const S32 f);
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virtual void set(GFXShaderConstHandle* handle, const Point2I& fv);
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virtual void set(GFXShaderConstHandle* handle, const Point3I& fv);
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virtual void set(GFXShaderConstHandle* handle, const Point4I& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv);
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virtual void set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType = GFXSCT_Float4x4);
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virtual void set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
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GFXShader* getShader() override;
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void set(GFXShaderConstHandle* handle, const F32 fv) override;
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void set(GFXShaderConstHandle* handle, const Point2F& fv) override;
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void set(GFXShaderConstHandle* handle, const Point3F& fv) override;
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void set(GFXShaderConstHandle* handle, const Point4F& fv) override;
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void set(GFXShaderConstHandle* handle, const PlaneF& fv) override;
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void set(GFXShaderConstHandle* handle, const LinearColorF& fv) override;
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void set(GFXShaderConstHandle* handle, const S32 f) override;
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void set(GFXShaderConstHandle* handle, const Point2I& fv) override;
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void set(GFXShaderConstHandle* handle, const Point3I& fv) override;
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void set(GFXShaderConstHandle* handle, const Point4I& fv) override;
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void set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv) override;
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void set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv) override;
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void set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv) override;
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void set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv) override;
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void set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv) override;
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void set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv) override;
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void set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv) override;
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void set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv) override;
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void set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType = GFXSCT_Float4x4) override;
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void set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4) override;
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// GFXResource
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virtual const String describeSelf() const;
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virtual void zombify() {}
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virtual void resurrect() {}
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const String describeSelf() const override;
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void zombify() override {}
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void resurrect() override {}
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private:
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@ -171,31 +171,31 @@ public:
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/// @name GFXShader interface
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/// @{
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virtual GFXShaderConstHandle* getShaderConstHandle(const String& name);
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virtual GFXShaderConstHandle* findShaderConstHandle(const String& name);
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GFXShaderConstHandle* getShaderConstHandle(const String& name) override;
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GFXShaderConstHandle* findShaderConstHandle(const String& name) override;
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/// Returns our list of shader constants, the material can get this and just set the constants it knows about
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virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
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const Vector<GFXShaderConstDesc>& getShaderConstDesc() const override;
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/// Returns the alignment value for constType
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virtual U32 getAlignmentValue(const GFXShaderConstType constType) const;
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U32 getAlignmentValue(const GFXShaderConstType constType) const override;
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virtual GFXShaderConstBufferRef allocConstBuffer();
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GFXShaderConstBufferRef allocConstBuffer() override;
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/// @}
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/// @name GFXResource interface
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/// @{
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virtual void zombify();
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virtual void resurrect() { reload(); }
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virtual const String describeSelf() const;
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void zombify() override;
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void resurrect() override { reload(); }
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const String describeSelf() const override;
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/// @}
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/// Activates this shader in the GL context.
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void useProgram();
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protected:
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virtual bool _init();
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bool _init() override;
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bool initShader(const Torque::Path& file,
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GFXShaderStage stage,
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