virtuals removed

virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
This commit is contained in:
marauder2k7 2024-03-18 18:13:00 +00:00
parent 88a43f3137
commit efbe5e90f5
255 changed files with 2164 additions and 2164 deletions

View file

@ -53,48 +53,48 @@ public:
virtual ~MatInstance();
// BaseMatInstance
virtual bool init( const FeatureSet &features,
const GFXVertexFormat *vertexFormat );
virtual bool reInit();
virtual void addStateBlockDesc(const GFXStateBlockDesc& desc);
virtual void updateStateBlocks();
virtual void addShaderMacro( const String &name, const String &value );
virtual MaterialParameters* allocMaterialParameters();
virtual void setMaterialParameters(MaterialParameters* param);
virtual MaterialParameters* getMaterialParameters();
virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
virtual bool setupPass(SceneRenderState *, const SceneData &sgData );
virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state);
virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms);
virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData);
virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData);
virtual void setTextureStages(SceneRenderState * state, const SceneData &sgData );
virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
virtual bool isInstanced() const;
virtual bool stepInstance();
virtual bool isForwardLit() const { return mIsForwardLit; }
bool init( const FeatureSet &features,
const GFXVertexFormat *vertexFormat ) override;
bool reInit() override;
void addStateBlockDesc(const GFXStateBlockDesc& desc) override;
void updateStateBlocks() override;
void addShaderMacro( const String &name, const String &value ) override;
MaterialParameters* allocMaterialParameters() override;
void setMaterialParameters(MaterialParameters* param) override;
MaterialParameters* getMaterialParameters() override;
MaterialParameterHandle* getMaterialParameterHandle(const String& name) override;
bool setupPass(SceneRenderState *, const SceneData &sgData ) override;
void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state) override;
void setNodeTransforms(const MatrixF *address, const U32 numTransforms) override;
void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData) override;
void setSceneInfo(SceneRenderState *, const SceneData& sgData) override;
void setTextureStages(SceneRenderState * state, const SceneData &sgData ) override;
void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer) override;
bool isInstanced() const override;
bool stepInstance() override;
bool isForwardLit() const override { return mIsForwardLit; }
virtual bool isHardwareSkinned() const { return mIsHardwareSkinned; }
virtual void setUserObject( SimObject *userObject ) { mUserObject = userObject; }
virtual SimObject* getUserObject() const { return mUserObject; }
virtual Material *getMaterial() { return mMaterial; }
virtual bool hasGlow();
virtual bool hasAccumulation();
virtual U32 getCurPass() { return getMax( mCurPass, 0 ); }
virtual U32 getCurStageNum();
virtual RenderPassData *getPass(U32 pass);
virtual const MatStateHint& getStateHint() const;
virtual const GFXVertexFormat* getVertexFormat() const { return mVertexFormat; }
virtual const FeatureSet& getFeatures() const;
virtual const FeatureSet& getRequestedFeatures() const { return mFeatureList; }
virtual void dumpShaderInfo() const;
virtual void getShaderInfo(GuiTreeViewCtrl* tree, U32 item) const;
void setUserObject( SimObject *userObject ) override { mUserObject = userObject; }
SimObject* getUserObject() const override { return mUserObject; }
Material *getMaterial() override { return mMaterial; }
bool hasGlow() override;
bool hasAccumulation() override;
U32 getCurPass() override { return getMax( mCurPass, 0 ); }
U32 getCurStageNum() override;
RenderPassData *getPass(U32 pass) override;
const MatStateHint& getStateHint() const override;
const GFXVertexFormat* getVertexFormat() const override { return mVertexFormat; }
const FeatureSet& getFeatures() const override;
const FeatureSet& getRequestedFeatures() const override { return mFeatureList; }
void dumpShaderInfo() const override;
void getShaderInfo(GuiTreeViewCtrl* tree, U32 item) const override;
ProcessedMaterial *getProcessedMaterial() const { return mProcessedMaterial; }
virtual const GFXStateBlockDesc &getUserStateBlock() const { return mUserDefinedState; }
const GFXStateBlockDesc &getUserStateBlock() const override { return mUserDefinedState; }
virtual bool isCustomMaterial() const { return mCreatedFromCustomMaterial; }
bool isCustomMaterial() const override { return mCreatedFromCustomMaterial; }
protected:
friend class Material;
@ -152,33 +152,33 @@ public:
void loadParameters(ProcessedMaterial* pmat);
/// Returns our list of shader constants, the material can get this and just set the constants it knows about
virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
const Vector<GFXShaderConstDesc>& getShaderConstDesc() const override;
/// @name Set shader constant values
/// @{
/// Actually set shader constant values
/// @param name Name of the constant, this should be a name contained in the array returned in getShaderConstDesc,
/// if an invalid name is used, it is ignored.
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);
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);
virtual U32 getAlignmentValue(const GFXShaderConstType constType);
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;
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;
U32 getAlignmentValue(const GFXShaderConstType constType) override;
private:
MaterialParameters* mParameters;
bool mOwnParameters;