Replace _IRR_OVERRIDE_ macro with override keyword

The commit also establishes a precedent of leaving off the `virtual`
keyword in overrides. Although not strictly necessary, I believe this is
good for readability because it makes it clear it is an override and not
a pure virtual function, and it helps keep line lengths shorter. We
should move towards eliminating the macro altogether, but the definition
has been left in with a note on deprecation so that in-progress work
will not suffer merge conflicts.
This commit is contained in:
JosiahWI
2022-10-09 13:57:28 -05:00
committed by sfan5
parent f3a1f9f656
commit 59fc4401f1
87 changed files with 1471 additions and 1474 deletions

View File

@ -52,12 +52,12 @@ namespace video
virtual ~COpenGLDriver();
virtual bool beginScene(u16 clearFlag, SColor clearColor = SColor(255,0,0,0), f32 clearDepth = 1.f, u8 clearStencil = 0,
const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0) _IRR_OVERRIDE_;
const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0) override;
virtual bool endScene() _IRR_OVERRIDE_;
bool endScene() override;
//! sets transformation
virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) _IRR_OVERRIDE_;
void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) override;
struct SHWBufferLink_opengl : public SHWBufferLink
@ -72,75 +72,75 @@ namespace video
};
//! updates hardware buffer if needed
virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer) _IRR_OVERRIDE_;
bool updateHardwareBuffer(SHWBufferLink *HWBuffer) override;
//! Create hardware buffer from mesh
virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) _IRR_OVERRIDE_;
SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) override;
//! Delete hardware buffer (only some drivers can)
virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer) _IRR_OVERRIDE_;
void deleteHardwareBuffer(SHWBufferLink *HWBuffer) override;
//! Draw hardware buffer
virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer) _IRR_OVERRIDE_;
void drawHardwareBuffer(SHWBufferLink *HWBuffer) override;
//! Create occlusion query.
/** Use node for identification and mesh for occlusion test. */
virtual void addOcclusionQuery(scene::ISceneNode* node,
const scene::IMesh* mesh=0) _IRR_OVERRIDE_;
const scene::IMesh* mesh=0) override;
//! Remove occlusion query.
virtual void removeOcclusionQuery(scene::ISceneNode* node) _IRR_OVERRIDE_;
void removeOcclusionQuery(scene::ISceneNode* node) override;
//! Run occlusion query. Draws mesh stored in query.
/** If the mesh shall not be rendered visible, use
overrideMaterial to disable the color and depth buffer. */
virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false) _IRR_OVERRIDE_;
void runOcclusionQuery(scene::ISceneNode* node, bool visible=false) override;
//! Update occlusion query. Retrieves results from GPU.
/** If the query shall not block, set the flag to false.
Update might not occur in this case, though */
virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block=true) _IRR_OVERRIDE_;
void updateOcclusionQuery(scene::ISceneNode* node, bool block=true) override;
//! Return query result.
/** Return value is the number of visible pixels/fragments.
The value is a safe approximation, i.e. can be larger then the
actual value of pixels. */
virtual u32 getOcclusionQueryResult(scene::ISceneNode* node) const _IRR_OVERRIDE_;
u32 getOcclusionQueryResult(scene::ISceneNode* node) const override;
//! Create render target.
virtual IRenderTarget* addRenderTarget() _IRR_OVERRIDE_;
IRenderTarget* addRenderTarget() override;
//! draws a vertex primitive list
virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
const void* indexList, u32 primitiveCount,
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) _IRR_OVERRIDE_;
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) override;
//! draws a vertex primitive list in 2d
virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
const void* indexList, u32 primitiveCount,
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) _IRR_OVERRIDE_;
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) override;
//! queries the features of the driver, returns true if feature is available
virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const _IRR_OVERRIDE_
bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const override
{
return FeatureEnabled[feature] && COpenGLExtensionHandler::queryFeature(feature);
}
//! Disable a feature of the driver.
virtual void disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag=true) _IRR_OVERRIDE_;
void disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag=true) override;
//! Sets a material. All 3d drawing functions draw geometry now
//! using this material.
//! \param material: Material to be used from now on.
virtual void setMaterial(const SMaterial& material) _IRR_OVERRIDE_;
void setMaterial(const SMaterial& material) override;
virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
SColor color = SColor(255, 255, 255, 255), bool useAlphaChannelOfTexture = false) _IRR_OVERRIDE_;
SColor color = SColor(255, 255, 255, 255), bool useAlphaChannelOfTexture = false) override;
virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
const video::SColor* const colors = 0, bool useAlphaChannelOfTexture = false) _IRR_OVERRIDE_;
const video::SColor* const colors = 0, bool useAlphaChannelOfTexture = false) override;
// Explicitly bring in base class methods, otherwise
// this overload would hide them.
@ -154,7 +154,7 @@ namespace video
const core::array<core::rect<s32> >& sourceRects,
const core::rect<s32>* clipRect,
SColor color,
bool useAlphaChannelOfTexture) _IRR_OVERRIDE_;
bool useAlphaChannelOfTexture) override;
//! draws a set of 2d images, using a color and the alpha
/** channel of the texture if desired. The images are drawn
@ -179,46 +179,46 @@ namespace video
s32 kerningWidth=0,
const core::rect<s32>* clipRect=0,
SColor color=SColor(255,255,255,255),
bool useAlphaChannelOfTexture=false) _IRR_OVERRIDE_;
bool useAlphaChannelOfTexture=false) override;
//! draw an 2d rectangle
virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
const core::rect<s32>* clip = 0) _IRR_OVERRIDE_;
const core::rect<s32>* clip = 0) override;
//!Draws an 2d rectangle with a gradient.
virtual void draw2DRectangle(const core::rect<s32>& pos,
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
const core::rect<s32>* clip = 0) _IRR_OVERRIDE_;
const core::rect<s32>* clip = 0) override;
//! Draws a 2d line.
virtual void draw2DLine(const core::position2d<s32>& start,
const core::position2d<s32>& end,
SColor color=SColor(255,255,255,255)) _IRR_OVERRIDE_;
SColor color=SColor(255,255,255,255)) override;
//! Draws a single pixel
virtual void drawPixel(u32 x, u32 y, const SColor & color) _IRR_OVERRIDE_;
void drawPixel(u32 x, u32 y, const SColor & color) override;
//! Draws a 3d box
virtual void draw3DBox( const core::aabbox3d<f32>& box, SColor color = SColor(255,255,255,255 ) ) _IRR_OVERRIDE_;
void draw3DBox( const core::aabbox3d<f32>& box, SColor color = SColor(255,255,255,255 ) ) override;
//! Draws a 3d line.
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end,
SColor color = SColor(255,255,255,255)) _IRR_OVERRIDE_;
SColor color = SColor(255,255,255,255)) override;
//! \return Returns the name of the video driver. Example: In case of the Direct3D8
//! driver, it would return "Direct3D8.1".
virtual const wchar_t* getName() const _IRR_OVERRIDE_;
const wchar_t* getName() const override;
//! Sets the dynamic ambient light color. The default color is
//! (0,0,0,0) which means it is dark.
//! \param color: New color of the ambient light.
virtual void setAmbientLight(const SColorf& color) _IRR_OVERRIDE_;
void setAmbientLight(const SColorf& color) override;
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: First, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible=0) _IRR_OVERRIDE_;
void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible=0) override;
//! Fills the stencil shadow with color. After the shadow volume has been drawn
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
@ -227,64 +227,64 @@ namespace video
video::SColor leftUpEdge = video::SColor(0,0,0,0),
video::SColor rightUpEdge = video::SColor(0,0,0,0),
video::SColor leftDownEdge = video::SColor(0,0,0,0),
video::SColor rightDownEdge = video::SColor(0,0,0,0)) _IRR_OVERRIDE_;
video::SColor rightDownEdge = video::SColor(0,0,0,0)) override;
//! sets a viewport
virtual void setViewPort(const core::rect<s32>& area) _IRR_OVERRIDE_;
void setViewPort(const core::rect<s32>& area) override;
//! Sets the fog mode.
virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start,
f32 end, f32 density, bool pixelFog, bool rangeFog) _IRR_OVERRIDE_;
f32 end, f32 density, bool pixelFog, bool rangeFog) override;
//! Only used by the internal engine. Used to notify the driver that
//! the window was resized.
virtual void OnResize(const core::dimension2d<u32>& size) _IRR_OVERRIDE_;
void OnResize(const core::dimension2d<u32>& size) override;
//! Returns type of video driver
virtual E_DRIVER_TYPE getDriverType() const _IRR_OVERRIDE_;
E_DRIVER_TYPE getDriverType() const override;
//! get color format of the current color buffer
virtual ECOLOR_FORMAT getColorFormat() const _IRR_OVERRIDE_;
ECOLOR_FORMAT getColorFormat() const override;
//! Returns the transformation set by setTransform
virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const _IRR_OVERRIDE_;
const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const override;
//! Can be called by an IMaterialRenderer to make its work easier.
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
bool resetAllRenderstates) _IRR_OVERRIDE_;
bool resetAllRenderstates) override;
//! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
virtual void setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates);
//! Get a vertex shader constant index.
virtual s32 getVertexShaderConstantID(const c8* name) _IRR_OVERRIDE_;
s32 getVertexShaderConstantID(const c8* name) override;
//! Get a pixel shader constant index.
virtual s32 getPixelShaderConstantID(const c8* name) _IRR_OVERRIDE_;
s32 getPixelShaderConstantID(const c8* name) override;
//! Sets a vertex shader constant.
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) _IRR_OVERRIDE_;
void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override;
//! Sets a pixel shader constant.
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) _IRR_OVERRIDE_;
void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override;
//! Sets a constant for the vertex shader based on an index.
virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) _IRR_OVERRIDE_;
bool setVertexShaderConstant(s32 index, const f32* floats, int count) override;
//! Int interface for the above.
virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) _IRR_OVERRIDE_;
bool setVertexShaderConstant(s32 index, const s32* ints, int count) override;
//! Uint interface for the above.
virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) _IRR_OVERRIDE_;
bool setVertexShaderConstant(s32 index, const u32* ints, int count) override;
//! Sets a constant for the pixel shader based on an index.
virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) _IRR_OVERRIDE_;
bool setPixelShaderConstant(s32 index, const f32* floats, int count) override;
//! Int interface for the above.
virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) _IRR_OVERRIDE_;
bool setPixelShaderConstant(s32 index, const s32* ints, int count) override;
//! Uint interface for the above.
virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) _IRR_OVERRIDE_;
bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;
//! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled.
//! Returns whether disabling was successful or not.
@ -294,7 +294,7 @@ namespace video
//! extGLGetObjectParameteriv(shaderHandle, GL_OBJECT_COMPILE_STATUS_ARB, &status)
//! pixel and/or vertex shaders to render geometry.
virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) _IRR_OVERRIDE_;
IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) override;
//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
virtual s32 addHighLevelShaderMaterial(
@ -312,31 +312,31 @@ namespace video
u32 verticesOut = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0) _IRR_OVERRIDE_;
s32 userData = 0) override;
//! Returns a pointer to the IVideoDriver interface. (Implementation for
//! IMaterialRendererServices)
virtual IVideoDriver* getVideoDriver() _IRR_OVERRIDE_;
IVideoDriver* getVideoDriver() override;
//! Returns the maximum amount of primitives (mostly vertices) which
//! the device is able to render with one drawIndexedTriangleList
//! call.
virtual u32 getMaximalPrimitiveCount() const _IRR_OVERRIDE_;
u32 getMaximalPrimitiveCount() const override;
virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN) _IRR_OVERRIDE_;
const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN) override;
//! Creates a render target texture for a cubemap
ITexture* addRenderTargetTextureCubemap(const irr::u32 sideLen,
const io::path& name, const ECOLOR_FORMAT format) _IRR_OVERRIDE_;
const io::path& name, const ECOLOR_FORMAT format) override;
virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255,0,0,0),
f32 clearDepth = 1.f, u8 clearStencil = 0) _IRR_OVERRIDE_;
f32 clearDepth = 1.f, u8 clearStencil = 0) override;
virtual void clearBuffers(u16 flag, SColor color = SColor(255,0,0,0), f32 depth = 1.f, u8 stencil = 0) _IRR_OVERRIDE_;
void clearBuffers(u16 flag, SColor color = SColor(255,0,0,0), f32 depth = 1.f, u8 stencil = 0) override;
//! Returns an image created from the last rendered frame.
virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) _IRR_OVERRIDE_;
IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) override;
//! checks if an OpenGL error has happened and prints it (+ some internal code which is usually the line number)
//! for performance reasons only available in debug mode
@ -347,31 +347,31 @@ namespace video
//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
//! \param plane: The plane itself.
//! \param enable: If true, enable the clipping plane else disable it.
virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false) _IRR_OVERRIDE_;
bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false) override;
//! Enable/disable a clipping plane.
//! There are at least 6 clipping planes available for the user to set at will.
//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
//! \param enable: If true, enable the clipping plane else disable it.
virtual void enableClipPlane(u32 index, bool enable) _IRR_OVERRIDE_;
void enableClipPlane(u32 index, bool enable) override;
//! Enable the 2d override material
virtual void enableMaterial2D(bool enable=true) _IRR_OVERRIDE_;
void enableMaterial2D(bool enable=true) override;
//! Returns the graphics card vendor name.
virtual core::stringc getVendorInfo() _IRR_OVERRIDE_ {return VendorName;}
core::stringc getVendorInfo() override {return VendorName;}
//! Returns the maximum texture size supported.
virtual core::dimension2du getMaxTextureSize() const _IRR_OVERRIDE_;
core::dimension2du getMaxTextureSize() const override;
//! Removes a texture from the texture cache and deletes it, freeing lot of memory.
virtual void removeTexture(ITexture* texture) _IRR_OVERRIDE_;
void removeTexture(ITexture* texture) override;
//! Check if the driver supports creating textures with the given color format
virtual bool queryTextureFormat(ECOLOR_FORMAT format) const _IRR_OVERRIDE_;
bool queryTextureFormat(ECOLOR_FORMAT format) const override;
//! Used by some SceneNodes to check if a material should be rendered in the transparent render pass
virtual bool needsTransparentRenderPass(const irr::video::SMaterial& material) const _IRR_OVERRIDE_;
bool needsTransparentRenderPass(const irr::video::SMaterial& material) const override;
//! Convert E_PRIMITIVE_TYPE to OpenGL equivalent
GLenum primitiveTypeToGL(scene::E_PRIMITIVE_TYPE type) const;
@ -406,9 +406,9 @@ namespace video
//! inits the parts of the open gl driver used on all platforms
bool genericDriverInit();
virtual ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) _IRR_OVERRIDE_;
ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) override;
virtual ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) _IRR_OVERRIDE_;
ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) override;
//! creates a transposed matrix in supplied GLfloat array to pass to OpenGL
inline void getGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m);