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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.
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@ -56,34 +56,34 @@ public:
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virtual ~COpenGLSLMaterialRenderer();
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virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_;
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bool resetAllRenderstates, IMaterialRendererServices* services) override;
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virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) _IRR_OVERRIDE_;
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bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) override;
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virtual void OnUnsetMaterial() _IRR_OVERRIDE_;
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void OnUnsetMaterial() override;
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//! Returns if the material is transparent.
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virtual bool isTransparent() const _IRR_OVERRIDE_;
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bool isTransparent() const override;
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//! Access the callback provided by the users when creating shader materials
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virtual IShaderConstantSetCallBack* getShaderConstantSetCallBack() const _IRR_OVERRIDE_
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IShaderConstantSetCallBack* getShaderConstantSetCallBack() const override
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{
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return CallBack;
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}
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// implementations for the render services
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virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) _IRR_OVERRIDE_;
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virtual s32 getVertexShaderConstantID(const c8* name) _IRR_OVERRIDE_;
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virtual s32 getPixelShaderConstantID(const c8* name) _IRR_OVERRIDE_;
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virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) _IRR_OVERRIDE_;
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virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) _IRR_OVERRIDE_;
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virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) _IRR_OVERRIDE_;
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virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) _IRR_OVERRIDE_;
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virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) _IRR_OVERRIDE_;
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virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) _IRR_OVERRIDE_;
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virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) _IRR_OVERRIDE_;
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virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) _IRR_OVERRIDE_;
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virtual IVideoDriver* getVideoDriver() _IRR_OVERRIDE_;
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void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) override;
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s32 getVertexShaderConstantID(const c8* name) override;
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s32 getPixelShaderConstantID(const c8* name) override;
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void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override;
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void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override;
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bool setVertexShaderConstant(s32 index, const f32* floats, int count) override;
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bool setVertexShaderConstant(s32 index, const s32* ints, int count) override;
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bool setVertexShaderConstant(s32 index, const u32* ints, int count) override;
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bool setPixelShaderConstant(s32 index, const f32* floats, int count) override;
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bool setPixelShaderConstant(s32 index, const s32* ints, int count) override;
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bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;
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IVideoDriver* getVideoDriver() override;
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protected:
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