mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-11 16:30:48 +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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efbe5e90f5
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454 changed files with 4162 additions and 4156 deletions
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@ -40,12 +40,12 @@ public:
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CubeLightShadowMap( LightInfo *light );
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// LightShadowMap
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virtual bool hasShadowTex() const { return mCubemap.isValid(); }
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virtual ShadowType getShadowType() const { return ShadowType_CubeMap; }
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virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState );
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virtual void setShaderParameters( GFXShaderConstBuffer* params, LightingShaderConstants* lsc );
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virtual void releaseTextures();
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virtual bool setTextureStage( U32 currTexFlag, LightingShaderConstants* lsc );
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bool hasShadowTex() const override { return mCubemap.isValid(); }
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ShadowType getShadowType() const override { return ShadowType_CubeMap; }
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void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ) override;
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void setShaderParameters( GFXShaderConstBuffer* params, LightingShaderConstants* lsc ) override;
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void releaseTextures() override;
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bool setTextureStage( U32 currTexFlag, LightingShaderConstants* lsc ) override;
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protected:
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@ -34,7 +34,7 @@ class DualParaboloidLightShadowMap : public ParaboloidLightShadowMap
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public:
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DualParaboloidLightShadowMap( LightInfo *light );
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virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState );
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void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ) override;
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};
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#endif // _DUALPARABOLOIDLIGHTSHADOWMAP_H_
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@ -36,9 +36,9 @@ public:
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~ParaboloidLightShadowMap();
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// LightShadowMap
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virtual ShadowType getShadowType() const;
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virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState );
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virtual void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc);
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ShadowType getShadowType() const override;
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void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ) override;
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void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc) override;
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protected:
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Point2F mShadowMapScale;
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@ -37,9 +37,9 @@ public:
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PSSMLightShadowMap( LightInfo *light );
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// LightShadowMap
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virtual ShadowType getShadowType() const { return ShadowType_PSSM; }
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virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState );
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virtual void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc);
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ShadowType getShadowType() const override { return ShadowType_PSSM; }
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void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ) override;
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void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc) override;
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/// Used to scale TSShapeInstance::smDetailAdjust to have
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/// objects lod quicker when in the PSSM shadow.
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@ -70,8 +70,8 @@ public:
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ShadowMapPass* getShadowMapPass() const { return mShadowMapPass; }
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// Shadow manager
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virtual void activate();
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virtual void deactivate();
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void activate() override;
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void deactivate() override;
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GFXTextureObject* getTapRotationTex();
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@ -122,7 +122,7 @@ public:
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ShadowRenderPassManager() : Parent() {}
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/// Add a RenderInstance to the list
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virtual void addInst( RenderInst *inst );
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void addInst( RenderInst *inst ) override;
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};
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#endif // _SHADOWMAPPASS_H_
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@ -45,7 +45,7 @@ public:
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ShadowMatInstance( Material *mat );
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virtual ~ShadowMatInstance() {}
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virtual bool setupPass( SceneRenderState *state, const SceneData &sgData );
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bool setupPass( SceneRenderState *state, const SceneData &sgData ) override;
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};
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class ShadowMaterialHook : public MatInstanceHook
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@ -56,7 +56,7 @@ public:
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// MatInstanceHook
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virtual ~ShadowMaterialHook();
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virtual const MatInstanceHookType& getType() const { return Type; }
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const MatInstanceHookType& getType() const override { return Type; }
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/// The material hook type.
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static const MatInstanceHookType Type;
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@ -37,9 +37,9 @@ public:
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~SingleLightShadowMap();
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// LightShadowMap
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virtual ShadowType getShadowType() const { return ShadowType_Spot; }
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virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState );
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virtual void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc);
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ShadowType getShadowType() const override { return ShadowType_Spot; }
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void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ) override;
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void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc) override;
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};
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