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

@ -49,9 +49,9 @@ public:
void loadHandle(ProcessedMaterial* pmat);
// MaterialParameterHandle interface
const String& getName() const { return mName; }
virtual bool isValid() const;
virtual S32 getSamplerRegister( U32 pass ) const;
const String& getName() const override { return mName; }
bool isValid() const override;
S32 getSamplerRegister( U32 pass ) const override;
private:
friend class MatInstParameters;
String mName;

View file

@ -39,16 +39,16 @@ public:
ProcessedCustomMaterial(Material &mat);
~ProcessedCustomMaterial();
virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
virtual bool init( const FeatureSet &features, const GFXVertexFormat *vertexFormat, const MatFeaturesDelegate &featuresDelegate );
virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
virtual MaterialParameters* allocMaterialParameters();
bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass) override;
bool init( const FeatureSet &features, const GFXVertexFormat *vertexFormat, const MatFeaturesDelegate &featuresDelegate ) override;
void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass ) override;
MaterialParameters* allocMaterialParameters() override;
protected:
virtual void _setStageData();
virtual bool _hasCubemap(U32 pass);
void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result );
void _setStageData() override;
bool _hasCubemap(U32 pass) override;
void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result ) override;
virtual void _initPassStateBlocks();
private:

View file

@ -40,13 +40,13 @@ public:
ShaderMaterialParameterHandle(const String& name);
ShaderMaterialParameterHandle(const String& name, Vector<GFXShader*>& shaders);
virtual const String& getName() const { return mName; }
virtual S32 getSamplerRegister( U32 pass ) const;
const String& getName() const override { return mName; }
S32 getSamplerRegister( U32 pass ) const override;
// NOTE: We always return true here instead of querying the
// children... often there is only one element, so lets just
// hit the loop once on the set.
virtual bool isValid() const { return true; };
bool isValid() const override { return true; };
protected:
Vector< GFXShaderConstHandle* > mHandles;
@ -68,28 +68,28 @@ public:
///
/// Returns the material parameter handle for name.
virtual void set(MaterialParameterHandle* handle, const F32 f);
virtual void set(MaterialParameterHandle* handle, const Point2F& fv);
virtual void set(MaterialParameterHandle* handle, const Point3F& fv);
virtual void set(MaterialParameterHandle* handle, const Point4F& fv);
void set(MaterialParameterHandle* handle, const F32 f) override;
void set(MaterialParameterHandle* handle, const Point2F& fv) override;
void set(MaterialParameterHandle* handle, const Point3F& fv) override;
void set(MaterialParameterHandle* handle, const Point4F& fv) override;
virtual void set(MaterialParameterHandle* handle, const PlaneF& fv);
virtual void set(MaterialParameterHandle* handle, const LinearColorF& fv);
virtual void set(MaterialParameterHandle* handle, const S32 f);
virtual void set(MaterialParameterHandle* handle, const Point2I& fv);
virtual void set(MaterialParameterHandle* handle, const Point3I& fv);
virtual void set(MaterialParameterHandle* handle, const Point4I& fv);
virtual void set(MaterialParameterHandle* handle, const AlignedArray<F32>& fv);
virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point2F>& fv);
virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point3F>& fv);
virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point4F>& fv);
virtual void set(MaterialParameterHandle* handle, const AlignedArray<S32>& fv);
virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point2I>& fv);
virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point3I>& fv);
virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point4I>& fv);
virtual void set(MaterialParameterHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
virtual void set(MaterialParameterHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
void set(MaterialParameterHandle* handle, const LinearColorF& fv) override;
void set(MaterialParameterHandle* handle, const S32 f) override;
void set(MaterialParameterHandle* handle, const Point2I& fv) override;
void set(MaterialParameterHandle* handle, const Point3I& fv) override;
void set(MaterialParameterHandle* handle, const Point4I& fv) override;
void set(MaterialParameterHandle* handle, const AlignedArray<F32>& fv) override;
void set(MaterialParameterHandle* handle, const AlignedArray<Point2F>& fv) override;
void set(MaterialParameterHandle* handle, const AlignedArray<Point3F>& fv) override;
void set(MaterialParameterHandle* handle, const AlignedArray<Point4F>& fv) override;
void set(MaterialParameterHandle* handle, const AlignedArray<S32>& fv) override;
void set(MaterialParameterHandle* handle, const AlignedArray<Point2I>& fv) override;
void set(MaterialParameterHandle* handle, const AlignedArray<Point3I>& fv) override;
void set(MaterialParameterHandle* handle, const AlignedArray<Point4I>& fv) override;
void set(MaterialParameterHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType = GFXSCT_Float4x4) override;
void set(MaterialParameterHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4) override;
virtual U32 getAlignmentValue(const GFXShaderConstType constType);
U32 getAlignmentValue(const GFXShaderConstType constType) override;
private:
Vector<GFXShaderConstBufferRef> mBuffers;