mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 06:34:36 +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
2b295fb7f0
454 changed files with 4162 additions and 4156 deletions
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@ -49,9 +49,9 @@ public:
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void loadHandle(ProcessedMaterial* pmat);
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// MaterialParameterHandle interface
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const String& getName() const { return mName; }
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virtual bool isValid() const;
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virtual S32 getSamplerRegister( U32 pass ) const;
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const String& getName() const override { return mName; }
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bool isValid() const override;
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S32 getSamplerRegister( U32 pass ) const override;
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private:
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friend class MatInstParameters;
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String mName;
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@ -39,16 +39,16 @@ public:
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ProcessedCustomMaterial(Material &mat);
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~ProcessedCustomMaterial();
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virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
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virtual bool init( const FeatureSet &features, const GFXVertexFormat *vertexFormat, const MatFeaturesDelegate &featuresDelegate );
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virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
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virtual MaterialParameters* allocMaterialParameters();
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bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass) override;
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bool init( const FeatureSet &features, const GFXVertexFormat *vertexFormat, const MatFeaturesDelegate &featuresDelegate ) override;
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void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass ) override;
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MaterialParameters* allocMaterialParameters() override;
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protected:
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virtual void _setStageData();
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virtual bool _hasCubemap(U32 pass);
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void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result );
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void _setStageData() override;
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bool _hasCubemap(U32 pass) override;
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void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result ) override;
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virtual void _initPassStateBlocks();
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private:
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@ -40,13 +40,13 @@ public:
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ShaderMaterialParameterHandle(const String& name);
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ShaderMaterialParameterHandle(const String& name, Vector<GFXShader*>& shaders);
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virtual const String& getName() const { return mName; }
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virtual S32 getSamplerRegister( U32 pass ) const;
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const String& getName() const override { return mName; }
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S32 getSamplerRegister( U32 pass ) const override;
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// NOTE: We always return true here instead of querying the
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// children... often there is only one element, so lets just
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// hit the loop once on the set.
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virtual bool isValid() const { return true; };
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bool isValid() const override { return true; };
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protected:
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Vector< GFXShaderConstHandle* > mHandles;
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@ -68,28 +68,28 @@ public:
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///
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/// Returns the material parameter handle for name.
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virtual void set(MaterialParameterHandle* handle, const F32 f);
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virtual void set(MaterialParameterHandle* handle, const Point2F& fv);
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virtual void set(MaterialParameterHandle* handle, const Point3F& fv);
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virtual void set(MaterialParameterHandle* handle, const Point4F& fv);
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void set(MaterialParameterHandle* handle, const F32 f) override;
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void set(MaterialParameterHandle* handle, const Point2F& fv) override;
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void set(MaterialParameterHandle* handle, const Point3F& fv) override;
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void set(MaterialParameterHandle* handle, const Point4F& fv) override;
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virtual void set(MaterialParameterHandle* handle, const PlaneF& fv);
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virtual void set(MaterialParameterHandle* handle, const LinearColorF& fv);
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virtual void set(MaterialParameterHandle* handle, const S32 f);
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virtual void set(MaterialParameterHandle* handle, const Point2I& fv);
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virtual void set(MaterialParameterHandle* handle, const Point3I& fv);
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virtual void set(MaterialParameterHandle* handle, const Point4I& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<F32>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point2F>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point3F>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point4F>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<S32>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point2I>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point3I>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point4I>& fv);
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virtual void set(MaterialParameterHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
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virtual void set(MaterialParameterHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
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void set(MaterialParameterHandle* handle, const LinearColorF& fv) override;
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void set(MaterialParameterHandle* handle, const S32 f) override;
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void set(MaterialParameterHandle* handle, const Point2I& fv) override;
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void set(MaterialParameterHandle* handle, const Point3I& fv) override;
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void set(MaterialParameterHandle* handle, const Point4I& fv) override;
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void set(MaterialParameterHandle* handle, const AlignedArray<F32>& fv) override;
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void set(MaterialParameterHandle* handle, const AlignedArray<Point2F>& fv) override;
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void set(MaterialParameterHandle* handle, const AlignedArray<Point3F>& fv) override;
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void set(MaterialParameterHandle* handle, const AlignedArray<Point4F>& fv) override;
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void set(MaterialParameterHandle* handle, const AlignedArray<S32>& fv) override;
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void set(MaterialParameterHandle* handle, const AlignedArray<Point2I>& fv) override;
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void set(MaterialParameterHandle* handle, const AlignedArray<Point3I>& fv) override;
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void set(MaterialParameterHandle* handle, const AlignedArray<Point4I>& fv) override;
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void set(MaterialParameterHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType = GFXSCT_Float4x4) override;
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void set(MaterialParameterHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4) override;
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virtual U32 getAlignmentValue(const GFXShaderConstType constType);
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U32 getAlignmentValue(const GFXShaderConstType constType) override;
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private:
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Vector<GFXShaderConstBufferRef> mBuffers;
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