mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-26 14:55:39 +00:00
virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
This commit is contained in:
parent
88a43f3137
commit
efbe5e90f5
255 changed files with 2164 additions and 2164 deletions
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@ -58,8 +58,8 @@ public:
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//
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// SimObject interface
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//
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virtual bool onAdd();
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virtual void onRemove();
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bool onAdd() override;
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void onRemove() override;
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//
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// ConsoleObject interface
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@ -72,7 +72,7 @@ protected:
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U32 mFlags[MAX_TEX_PER_PASS];
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GFXStateBlockData* mStateBlockData;
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virtual void _mapMaterial();
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void _mapMaterial() override;
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};
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#endif
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@ -53,48 +53,48 @@ public:
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virtual ~MatInstance();
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// BaseMatInstance
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virtual bool init( const FeatureSet &features,
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const GFXVertexFormat *vertexFormat );
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virtual bool reInit();
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virtual void addStateBlockDesc(const GFXStateBlockDesc& desc);
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virtual void updateStateBlocks();
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virtual void addShaderMacro( const String &name, const String &value );
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virtual MaterialParameters* allocMaterialParameters();
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virtual void setMaterialParameters(MaterialParameters* param);
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virtual MaterialParameters* getMaterialParameters();
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virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
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virtual bool setupPass(SceneRenderState *, const SceneData &sgData );
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virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state);
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virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms);
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virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData);
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virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData);
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virtual void setTextureStages(SceneRenderState * state, const SceneData &sgData );
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virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
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virtual bool isInstanced() const;
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virtual bool stepInstance();
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virtual bool isForwardLit() const { return mIsForwardLit; }
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bool init( const FeatureSet &features,
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const GFXVertexFormat *vertexFormat ) override;
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bool reInit() override;
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void addStateBlockDesc(const GFXStateBlockDesc& desc) override;
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void updateStateBlocks() override;
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void addShaderMacro( const String &name, const String &value ) override;
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MaterialParameters* allocMaterialParameters() override;
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void setMaterialParameters(MaterialParameters* param) override;
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MaterialParameters* getMaterialParameters() override;
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MaterialParameterHandle* getMaterialParameterHandle(const String& name) override;
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bool setupPass(SceneRenderState *, const SceneData &sgData ) override;
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void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state) override;
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void setNodeTransforms(const MatrixF *address, const U32 numTransforms) override;
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void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData) override;
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void setSceneInfo(SceneRenderState *, const SceneData& sgData) override;
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void setTextureStages(SceneRenderState * state, const SceneData &sgData ) override;
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void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer) override;
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bool isInstanced() const override;
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bool stepInstance() override;
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bool isForwardLit() const override { return mIsForwardLit; }
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virtual bool isHardwareSkinned() const { return mIsHardwareSkinned; }
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virtual void setUserObject( SimObject *userObject ) { mUserObject = userObject; }
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virtual SimObject* getUserObject() const { return mUserObject; }
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virtual Material *getMaterial() { return mMaterial; }
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virtual bool hasGlow();
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virtual bool hasAccumulation();
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virtual U32 getCurPass() { return getMax( mCurPass, 0 ); }
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virtual U32 getCurStageNum();
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virtual RenderPassData *getPass(U32 pass);
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virtual const MatStateHint& getStateHint() const;
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virtual const GFXVertexFormat* getVertexFormat() const { return mVertexFormat; }
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virtual const FeatureSet& getFeatures() const;
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virtual const FeatureSet& getRequestedFeatures() const { return mFeatureList; }
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virtual void dumpShaderInfo() const;
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virtual void getShaderInfo(GuiTreeViewCtrl* tree, U32 item) const;
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void setUserObject( SimObject *userObject ) override { mUserObject = userObject; }
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SimObject* getUserObject() const override { return mUserObject; }
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Material *getMaterial() override { return mMaterial; }
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bool hasGlow() override;
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bool hasAccumulation() override;
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U32 getCurPass() override { return getMax( mCurPass, 0 ); }
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U32 getCurStageNum() override;
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RenderPassData *getPass(U32 pass) override;
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const MatStateHint& getStateHint() const override;
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const GFXVertexFormat* getVertexFormat() const override { return mVertexFormat; }
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const FeatureSet& getFeatures() const override;
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const FeatureSet& getRequestedFeatures() const override { return mFeatureList; }
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void dumpShaderInfo() const override;
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void getShaderInfo(GuiTreeViewCtrl* tree, U32 item) const override;
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ProcessedMaterial *getProcessedMaterial() const { return mProcessedMaterial; }
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virtual const GFXStateBlockDesc &getUserStateBlock() const { return mUserDefinedState; }
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const GFXStateBlockDesc &getUserStateBlock() const override { return mUserDefinedState; }
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virtual bool isCustomMaterial() const { return mCreatedFromCustomMaterial; }
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bool isCustomMaterial() const override { return mCreatedFromCustomMaterial; }
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protected:
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friend class Material;
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@ -152,33 +152,33 @@ public:
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void loadParameters(ProcessedMaterial* pmat);
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/// Returns our list of shader constants, the material can get this and just set the constants it knows about
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virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
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const Vector<GFXShaderConstDesc>& getShaderConstDesc() const override;
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/// @name Set shader constant values
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/// @{
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/// Actually set shader constant values
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/// @param name Name of the constant, this should be a name contained in the array returned in getShaderConstDesc,
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/// if an invalid name is used, it is ignored.
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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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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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virtual U32 getAlignmentValue(const GFXShaderConstType constType);
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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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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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U32 getAlignmentValue(const GFXShaderConstType constType) override;
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private:
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MaterialParameters* mParameters;
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bool mOwnParameters;
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@ -393,14 +393,14 @@ public:
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/// Allocates and returns a BaseMatInstance for this material. Caller is responsible
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/// for freeing the instance
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virtual BaseMatInstance* createMatInstance();
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virtual bool isTranslucent() const { return mTranslucent && mTranslucentBlendOp != Material::None; }
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virtual bool isAlphatest() const { return mAlphaTest; }
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virtual bool isDoubleSided() const { return mDoubleSided; }
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BaseMatInstance* createMatInstance() override;
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bool isTranslucent() const override { return mTranslucent && mTranslucentBlendOp != Material::None; }
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bool isAlphatest() const override { return mAlphaTest; }
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bool isDoubleSided() const override { return mDoubleSided; }
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virtual bool isAutoGenerated() const { return mAutoGenerated; }
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virtual void setAutoGenerated(bool isAutoGenerated) { mAutoGenerated = isAutoGenerated; }
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virtual bool isLightmapped() const;
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virtual bool castsShadows() const { return mCastShadows; }
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bool isLightmapped() const override;
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bool castsShadows() const override { return mCastShadows; }
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const String& getPath() const { return mPath; }
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void flush();
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@ -414,10 +414,10 @@ public:
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void updateTimeBasedParams();
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// SimObject
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virtual bool onAdd();
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virtual void onRemove();
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virtual void inspectPostApply();
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virtual bool writeField(StringTableEntry fieldname, const char* value);
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bool onAdd() override;
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void onRemove() override;
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void inspectPostApply() override;
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bool writeField(StringTableEntry fieldname, const char* value) override;
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//
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// ConsoleObject interface
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@ -127,8 +127,8 @@ public:
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ShaderConstHandles shaderHandles;
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Vector<ShaderFeatureConstHandles*> featureShaderHandles;
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virtual void reset();
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virtual String describeSelf() const;
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void reset() override;
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String describeSelf() const override;
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};
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class ProcessedShaderMaterial : public ProcessedMaterial
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@ -141,23 +141,23 @@ public:
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~ProcessedShaderMaterial();
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// ProcessedMaterial
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virtual bool init( const FeatureSet &features,
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bool init( const FeatureSet &features,
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const GFXVertexFormat *vertexFormat,
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const MatFeaturesDelegate &featuresDelegate );
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virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
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virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
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virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
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virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass);
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virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass);
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virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
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virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
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virtual bool stepInstance();
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virtual void dumpMaterialInfo();
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virtual void getMaterialInfo(GuiTreeViewCtrl* tree, U32 item);
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virtual MaterialParameters* allocMaterialParameters();
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virtual MaterialParameters* getDefaultMaterialParameters() { return mDefaultParameters; }
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virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
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virtual U32 getNumStages();
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const MatFeaturesDelegate &featuresDelegate ) override;
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bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass) override;
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void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass ) override;
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void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass) override;
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void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass) override;
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void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass) override;
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void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass) override;
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void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer) override;
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bool stepInstance() override;
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void dumpMaterialInfo() override;
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void getMaterialInfo(GuiTreeViewCtrl* tree, U32 item) override;
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MaterialParameters* allocMaterialParameters() override;
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MaterialParameters* getDefaultMaterialParameters() override { return mDefaultParameters; }
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MaterialParameterHandle* getMaterialParameterHandle(const String& name) override;
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U32 getNumStages() override;
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protected:
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@ -34,7 +34,7 @@
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class GFXTexHandle;
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class GFXCubemap;
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class CustomShaderBindingData;
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struct CustomShaderBindingData;
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struct SceneData
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{
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@ -126,8 +126,8 @@ public:
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F32 getPixVersion() const { return mPixVersion; }
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// SimObject
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virtual bool onAdd();
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virtual void onRemove();
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bool onAdd() override;
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void onRemove() override;
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// ConsoleObject
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static void initPersistFields();
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