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:
marauder2k7 2024-03-18 18:40:22 +00:00
parent efbe5e90f5
commit 2b295fb7f0
454 changed files with 4162 additions and 4156 deletions

View file

@ -40,12 +40,12 @@ public:
CubeLightShadowMap( LightInfo *light );
// LightShadowMap
virtual bool hasShadowTex() const { return mCubemap.isValid(); }
virtual ShadowType getShadowType() const { return ShadowType_CubeMap; }
virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState );
virtual void setShaderParameters( GFXShaderConstBuffer* params, LightingShaderConstants* lsc );
virtual void releaseTextures();
virtual bool setTextureStage( U32 currTexFlag, LightingShaderConstants* lsc );
bool hasShadowTex() const override { return mCubemap.isValid(); }
ShadowType getShadowType() const override { return ShadowType_CubeMap; }
void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ) override;
void setShaderParameters( GFXShaderConstBuffer* params, LightingShaderConstants* lsc ) override;
void releaseTextures() override;
bool setTextureStage( U32 currTexFlag, LightingShaderConstants* lsc ) override;
protected:

View file

@ -34,7 +34,7 @@ class DualParaboloidLightShadowMap : public ParaboloidLightShadowMap
public:
DualParaboloidLightShadowMap( LightInfo *light );
virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState );
void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ) override;
};
#endif // _DUALPARABOLOIDLIGHTSHADOWMAP_H_

View file

@ -36,9 +36,9 @@ public:
~ParaboloidLightShadowMap();
// LightShadowMap
virtual ShadowType getShadowType() const;
virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState );
virtual void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc);
ShadowType getShadowType() const override;
void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ) override;
void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc) override;
protected:
Point2F mShadowMapScale;

View file

@ -37,9 +37,9 @@ public:
PSSMLightShadowMap( LightInfo *light );
// LightShadowMap
virtual ShadowType getShadowType() const { return ShadowType_PSSM; }
virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState );
virtual void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc);
ShadowType getShadowType() const override { return ShadowType_PSSM; }
void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ) override;
void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc) override;
/// Used to scale TSShapeInstance::smDetailAdjust to have
/// objects lod quicker when in the PSSM shadow.

View file

@ -70,8 +70,8 @@ public:
ShadowMapPass* getShadowMapPass() const { return mShadowMapPass; }
// Shadow manager
virtual void activate();
virtual void deactivate();
void activate() override;
void deactivate() override;
GFXTextureObject* getTapRotationTex();

View file

@ -122,7 +122,7 @@ public:
ShadowRenderPassManager() : Parent() {}
/// Add a RenderInstance to the list
virtual void addInst( RenderInst *inst );
void addInst( RenderInst *inst ) override;
};
#endif // _SHADOWMAPPASS_H_

View file

@ -45,7 +45,7 @@ public:
ShadowMatInstance( Material *mat );
virtual ~ShadowMatInstance() {}
virtual bool setupPass( SceneRenderState *state, const SceneData &sgData );
bool setupPass( SceneRenderState *state, const SceneData &sgData ) override;
};
class ShadowMaterialHook : public MatInstanceHook
@ -56,7 +56,7 @@ public:
// MatInstanceHook
virtual ~ShadowMaterialHook();
virtual const MatInstanceHookType& getType() const { return Type; }
const MatInstanceHookType& getType() const override { return Type; }
/// The material hook type.
static const MatInstanceHookType Type;

View file

@ -37,9 +37,9 @@ public:
~SingleLightShadowMap();
// LightShadowMap
virtual ShadowType getShadowType() const { return ShadowType_Spot; }
virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState );
virtual void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc);
ShadowType getShadowType() const override { return ShadowType_Spot; }
void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ) override;
void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc) override;
};