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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +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.
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parent
efbe5e90f5
commit
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454 changed files with 4162 additions and 4156 deletions
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@ -56,19 +56,19 @@ class BasicLightManager : public LightManager
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public:
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// LightManager
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virtual bool isCompatible() const;
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virtual void activate( SceneManager *sceneManager );
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virtual void deactivate();
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virtual void setLightInfo(ProcessedMaterial* pmat, const Material* mat, const SceneData& sgData, const SceneRenderState *state, U32 pass, GFXShaderConstBuffer* shaderConsts);
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virtual bool setTextureStage(const SceneData& sgData, const U32 currTexFlag, const U32 textureSlot, GFXShaderConstBuffer* shaderConsts, ShaderConstHandles* handles) { return false; }
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bool isCompatible() const override;
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void activate( SceneManager *sceneManager ) override;
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void deactivate() override;
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void setLightInfo(ProcessedMaterial* pmat, const Material* mat, const SceneData& sgData, const SceneRenderState *state, U32 pass, GFXShaderConstBuffer* shaderConsts) override;
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bool setTextureStage(const SceneData& sgData, const U32 currTexFlag, const U32 textureSlot, GFXShaderConstBuffer* shaderConsts, ShaderConstHandles* handles) override { return false; }
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static F32 getShadowFilterDistance() { return smProjectedShadowFilterDistance; }
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protected:
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// LightManager
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virtual void _addLightInfoEx( LightInfo *lightInfo ) { }
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virtual void _initLightFields() { }
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void _addLightInfoEx( LightInfo *lightInfo ) override { }
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void _initLightFields() override { }
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void _onPreRender( SceneManager *sceneManger, const SceneRenderState *state );
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@ -63,10 +63,10 @@ public:
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virtual void renderShadow( SceneRenderState *state );
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// Called by statics
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virtual U32 packUpdate(SceneObject* obj, U32 checkMask, NetConnection *conn, U32 mask, BitStream *stream) { return 0; }
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virtual void unpackUpdate(SceneObject* obj, NetConnection *conn, BitStream *stream) { }
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U32 packUpdate(SceneObject* obj, U32 checkMask, NetConnection *conn, U32 mask, BitStream *stream) override { return 0; }
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void unpackUpdate(SceneObject* obj, NetConnection *conn, BitStream *stream) override { }
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virtual void reset();
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void reset() override;
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};
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class BasicSceneObjectPluginFactory : public ManagedSingleton< BasicSceneObjectPluginFactory >
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@ -44,8 +44,8 @@ struct blTerrainChunk : public PersistInfo::PersistChunk
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GBitmap *mLightmap;
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bool read(Stream &);
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bool write(Stream &);
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bool read(Stream &) override;
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bool write(Stream &) override;
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};
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//------------------------------------------------------------------------------
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@ -134,18 +134,18 @@ public:
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bool getShadowedSquares(const Vector<PlaneF> &, Vector<U16> &);
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// lighting
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void init();
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bool preLight(LightInfo *);
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void light(LightInfo *);
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void init() override;
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bool preLight(LightInfo *) override;
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void light(LightInfo *) override;
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// persist
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U32 getResourceCRC();
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bool setPersistInfo(PersistInfo::PersistChunk *);
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bool getPersistInfo(PersistInfo::PersistChunk *);
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U32 getResourceCRC() override;
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bool setPersistInfo(PersistInfo::PersistChunk *) override;
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bool getPersistInfo(PersistInfo::PersistChunk *) override;
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virtual bool supportsShadowVolume();
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virtual void getClipPlanes(Vector<PlaneF>& planes);
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virtual void addToShadowVolume(ShadowVolumeBSP * shadowVolume, LightInfo * light, S32 level);
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bool supportsShadowVolume() override;
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void getClipPlanes(Vector<PlaneF>& planes) override;
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void addToShadowVolume(ShadowVolumeBSP * shadowVolume, LightInfo * light, S32 level) override;
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// events
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//virtual void processTGELightProcessEvent(U32 curr, U32 max, LightInfo* currlight);
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@ -36,14 +36,14 @@
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class blTerrainSystem : public SceneLightingInterface
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{
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public:
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virtual void init();
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virtual U32 addObjectType();
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virtual SceneLighting::ObjectProxy* createObjectProxy(SceneObject* obj, SceneLighting::ObjectProxyList* sceneObjects);
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virtual PersistInfo::PersistChunk* createPersistChunk(const U32 chunkType);
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virtual bool createPersistChunkFromProxy(SceneLighting::ObjectProxy* objproxy, PersistInfo::PersistChunk **ret);
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void init() override;
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U32 addObjectType() override;
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SceneLighting::ObjectProxy* createObjectProxy(SceneObject* obj, SceneLighting::ObjectProxyList* sceneObjects) override;
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PersistInfo::PersistChunk* createPersistChunk(const U32 chunkType) override;
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bool createPersistChunkFromProxy(SceneLighting::ObjectProxy* objproxy, PersistInfo::PersistChunk **ret) override;
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// Given a ray, this will return the color from the lightmap of this object, return true if handled
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virtual bool getColorFromRayInfo(const RayInfo & collision, LinearColorF& result) const;
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bool getColorFromRayInfo(const RayInfo & collision, LinearColorF& result) const override;
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};
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#endif // !_BLTERRAINSYSTEM_H_
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