Commit 5e111303 authored by Jan Möbius's avatar Jan Möbius

Silence some cppcheck warnings

parent c162cde5
......@@ -90,7 +90,7 @@ class Material;
/// Convenience macro that sets up the BaseNode::className() function
#define ACG_CLASSNAME(_className) \
virtual const std::string& className() const { \
virtual const std::string& className() const override { \
static std::string cname( #_className ); return cname; \
}
......
......@@ -88,10 +88,10 @@ public:
ACG_CLASSNAME(CartesianClippingNode);
/// begin clipping
void enter( GLState & _state, const DrawModes::DrawMode& _drawmode );
void enter( GLState & _state, const DrawModes::DrawMode& _drawmode ) override;
/// stop clipping
void leave( GLState & _state, const DrawModes::DrawMode& _drawmode );
void leave( GLState & _state, const DrawModes::DrawMode& _drawmode ) override;
/// set position
void set_cursor( const Vec3f & _pos );
......
......@@ -120,16 +120,16 @@ public:
ACG_CLASSNAME(ClippingNode);
/// enable clipping plane
void enter(IRenderer* _renderer, GLState& _state, const DrawModes::DrawMode& _drawmode);
void enter(IRenderer* _renderer, GLState& _state, const DrawModes::DrawMode& _drawmode) override;
/// disable clipping plane
void leave(IRenderer* _renderer, GLState& _state, const DrawModes::DrawMode& _drawmode);
void leave(IRenderer* _renderer, GLState& _state, const DrawModes::DrawMode& _drawmode) override;
/// enable clipping plane
void enter(GLState& _state, const DrawModes::DrawMode& _drawmode);
void enter(GLState& _state, const DrawModes::DrawMode& _drawmode) override;
/// disable clipping plane
void leave(GLState& _state, const DrawModes::DrawMode& _drawmode);
void leave(GLState& _state, const DrawModes::DrawMode& _drawmode) override;
/// set position and normal of plane
void set_plane(const Vec3f& _position, const Vec3f& _normal, float _eps=0.0);
......
......@@ -94,11 +94,11 @@ public:
/// implement className()
ACG_CLASSNAME(CoordFrameNode);
/// return available draw modes
DrawModes::DrawMode availableDrawModes() const;
DrawModes::DrawMode availableDrawModes() const override;
/// update bounding box
void boundingBox(Vec3d& _bbMin, Vec3d& _bbMax);
void boundingBox(Vec3d& _bbMin, Vec3d& _bbMax) override;
/// drawing the primitive
void draw(GLState& _state, const DrawModes::DrawMode& _drawMode);
void draw(GLState& _state, const DrawModes::DrawMode& _drawMode) override;
/// update bounding box (compute in from BB of children)
......
......@@ -115,19 +115,19 @@ public:
ACG_CLASSNAME(CoordsysNode);
/// return available draw modes
ACG::SceneGraph::DrawModes::DrawMode availableDrawModes() const;
ACG::SceneGraph::DrawModes::DrawMode availableDrawModes() const override;
/// update bounding box
void boundingBox(Vec3d& _bbMin, Vec3d& _bbMax);
void boundingBox(Vec3d& _bbMin, Vec3d& _bbMax) override;
/// draw Coordsys
void draw(GLState& _state, const DrawModes::DrawMode& _drawMode);
void draw(GLState& _state, const DrawModes::DrawMode& _drawMode) override;
/// add renderobjects for shader pipeline renderer
void getRenderObjects(IRenderer* _renderer, GLState& _state, const DrawModes::DrawMode& _drawMode, const Material* _mat);
void getRenderObjects(IRenderer* _renderer, GLState& _state, const DrawModes::DrawMode& _drawMode, const Material* _mat) override;
/// draw Coordsys for object picking
void pick(GLState& _state, PickTarget _target);
void pick(GLState& _state, PickTarget _target) override;
/// set mode to either POSITION or SCREENPOS
void setMode(const CoordsysMode _mode);
......
......@@ -91,18 +91,18 @@ public:
DrawModes::DrawMode availableDrawModes() const;
/// set texture
void enter(GLState& _state, const DrawModes::DrawMode& _drawmode);
void enter(GLState& _state, const DrawModes::DrawMode& _drawmode) override;
/// restores original texture (or no-texture)
void leave(GLState& _state, const DrawModes::DrawMode& _drawmode);
void leave(GLState& _state, const DrawModes::DrawMode& _drawmode) override;
/** \brief Do nothing in picking
*/
void enterPick(GLState& _state, PickTarget _target, const DrawModes::DrawMode& _drawMode );
void enterPick(GLState& _state, PickTarget _target, const DrawModes::DrawMode& _drawMode ) override;
/** \brief Do nothing in picking
*/
void leavePick(GLState& _state, PickTarget _target, const DrawModes::DrawMode& _drawMode );
void leavePick(GLState& _state, PickTarget _target, const DrawModes::DrawMode& _drawMode ) override;
};
......
......@@ -210,17 +210,17 @@ public:
ACG_CLASSNAME(GlutPrimitiveNode);
/// return available draw modes
DrawModes::DrawMode availableDrawModes() const;
DrawModes::DrawMode availableDrawModes() const override;
/// update bounding box
void boundingBox(Vec3d& _bbMin, Vec3d& _bbMax);
void boundingBox(Vec3d& _bbMin, Vec3d& _bbMax) override;
/// drawing the primitive
void draw(GLState& _state, const DrawModes::DrawMode& _drawMode);
void draw(GLState& _state, const DrawModes::DrawMode& _drawMode) override;
void draw_obj(GLState& _state, size_t _idx) const;
/// picking
void pick(GLState& _state, PickTarget _target);
void pick(GLState& _state, PickTarget _target) override;
/** \brief Disable internal color processing
*
......@@ -236,7 +236,7 @@ public:
* @param _drawMode The active draw mode
* @param _mat Current material
*/
void getRenderObjects(IRenderer* _renderer, GLState& _state , const DrawModes::DrawMode& _drawMode , const Material* _mat);
void getRenderObjects(IRenderer* _renderer, GLState& _state , const DrawModes::DrawMode& _drawMode , const Material* _mat) override;
private:
......
......@@ -389,16 +389,16 @@ public:
ACG_CLASSNAME(MaterialNode);
/// set current GL-color and GL-material
void enter(GLState& _state, const DrawModes::DrawMode& _drawmode);
void enter(GLState& _state, const DrawModes::DrawMode& _drawmode) override;
/// restores original GL-color and GL-material
void leave(GLState& _state, const DrawModes::DrawMode& _drawmode);
void leave(GLState& _state, const DrawModes::DrawMode& _drawmode) override;
/** \brief Do nothing in picking*/
void enterPick(GLState& _state, PickTarget _target, const DrawModes::DrawMode& _drawMode );
void enterPick(GLState& _state, PickTarget _target, const DrawModes::DrawMode& _drawMode ) override;
/** \brief Do nothing in picking */
void leavePick(GLState& _state, PickTarget _target, const DrawModes::DrawMode& _drawMode );
void leavePick(GLState& _state, PickTarget _target, const DrawModes::DrawMode& _drawMode ) override;
/** @} */
......
......@@ -105,16 +105,16 @@ public:
ACG_CLASSNAME(PointNode);
/// return available draw modes
DrawModes::DrawMode availableDrawModes() const;
DrawModes::DrawMode availableDrawModes() const override;
/// update bounding box
void boundingBox(Vec3d& _bbMin, Vec3d& _bbMax);
void boundingBox(Vec3d& _bbMin, Vec3d& _bbMax) override;
/// draw points and normals
void draw(GLState& _state, const DrawModes::DrawMode& _drawMode);
void draw(GLState& _state, const DrawModes::DrawMode& _drawMode) override;
/// draw points and normals via renderer plugin
void getRenderObjects(IRenderer* _renderer, GLState& _state , const DrawModes::DrawMode& _drawMode , const Material* _mat);
void getRenderObjects(IRenderer* _renderer, GLState& _state , const DrawModes::DrawMode& _drawMode , const Material* _mat) override;
/// reserve mem for _np points and _nn normals
void reserve(unsigned int _np, unsigned int _nn, unsigned int _nc) {
......
......@@ -93,14 +93,14 @@ public:
ACG_CLASSNAME(ShaderNode);
/// set shader
void enter(GLState& /*_state*/, const DrawModes::DrawMode& _drawmode);
void enter(GLState& /*_state*/, const DrawModes::DrawMode& _drawmode) override;
/// disable shader
void leave(GLState& /*_state*/, const DrawModes::DrawMode& _drawmode);
void leave(GLState& /*_state*/, const DrawModes::DrawMode& _drawmode) override;
/// set shader
void enterPick(GLState& /*_state*/, PickTarget _target, const DrawModes::DrawMode& _drawmode);
void enterPick(GLState& /*_state*/, PickTarget _target, const DrawModes::DrawMode& _drawmode) override;
/// disable shader
void leavePick(GLState& /*_state*/, PickTarget _target, const DrawModes::DrawMode& _drawmode);
void leavePick(GLState& /*_state*/, PickTarget _target, const DrawModes::DrawMode& _drawmode) override;
/// Sets the shader dir.
......@@ -138,7 +138,7 @@ public:
bool hasShader( DrawModes::DrawMode _drawmode, bool _pick = false);
/// return available draw modes
DrawModes::DrawMode availableDrawModes() const;
DrawModes::DrawMode availableDrawModes() const override;
private :
// Path to the shaders ( if set ). If empty shaders will not be used.
......
......@@ -112,20 +112,20 @@ public:
ACG_CLASSNAME(TextNode);
/// return available draw modes
DrawModes::DrawMode availableDrawModes() const;
DrawModes::DrawMode availableDrawModes() const override;
/// update bounding box
void boundingBox(Vec3d& _bbMin, Vec3d& _bbMax);
void boundingBox(Vec3d& _bbMin, Vec3d& _bbMax) override;
/// draw Text
void draw(GLState& _state, const DrawModes::DrawMode& _drawMode);
void draw(GLState& _state, const DrawModes::DrawMode& _drawMode) override;
/// set texture and drawing states
void enter(GLState& _state, const DrawModes::DrawMode& _drawmode);
void enter(GLState& _state, const DrawModes::DrawMode& _drawmode) override;
void enterCompat(GLState& _state, const DrawModes::DrawMode& _drawmode);
/// restore texture and drawing states
void leave(GLState& _state, const DrawModes::DrawMode& _drawmode);
void leave(GLState& _state, const DrawModes::DrawMode& _drawmode) override;
void leaveCompat(GLState& _state, const DrawModes::DrawMode& _drawmode);
/// set RenderObject for Shader pipeline renderer
......
......@@ -267,19 +267,19 @@ public:
public:
/** \brief set default texture and states for the nodes children
*/
void enter(GLState& _state, const DrawModes::DrawMode& _drawmode);
void enter(GLState& _state, const DrawModes::DrawMode& _drawmode) override;
/** \brief Unbind Texture
*/
void leave(GLState& _state, const DrawModes::DrawMode& _drawmode);
void leave(GLState& _state, const DrawModes::DrawMode& _drawmode) override;
/** \brief Do nothing in picking
*/
void enterPick(GLState& _state, PickTarget _target, const DrawModes::DrawMode& _drawMode );
void enterPick(GLState& _state, PickTarget _target, const DrawModes::DrawMode& _drawMode ) override;
/** \brief Do nothing in picking
*/
void leavePick(GLState& _state, PickTarget _target, const DrawModes::DrawMode& _drawMode );
void leavePick(GLState& _state, PickTarget _target, const DrawModes::DrawMode& _drawMode ) override;
/** @} */
......
......@@ -103,9 +103,9 @@ public:
/// set current GL-color and GL-material
void enter(GLState& _state, const DrawModes::DrawMode& _drawmode);
void enter(GLState& _state, const DrawModes::DrawMode& _drawmode) override;
/// restores original GL-color and GL-material
void leave(GLState& _state, const DrawModes::DrawMode& _drawmode);
void leave(GLState& _state, const DrawModes::DrawMode& _drawmode) override;
......
......@@ -141,9 +141,9 @@ namespace GLSL {
ACG::Vec4f val;
int size;
void bind(GLuint _progID) const;
void bind(GLuint _progID) const override;
virtual QString toString() const;
virtual QString toString() const override;
};
// separate float int vector because sizeof(int) != sizeof(float) for some compilers
......@@ -151,18 +151,18 @@ namespace GLSL {
ACG::Vec4i val;
int size;
void bind(GLuint _progID) const;
void bind(GLuint _progID) const override;
virtual QString toString() const;
virtual QString toString() const override;
};
struct UniformVecui : public UniformBase {
ACG::Vec4ui val;
int size;
void bind(GLuint _progID) const;
void bind(GLuint _progID) const override;
virtual QString toString() const;
virtual QString toString() const override;
};
......@@ -172,9 +172,9 @@ namespace GLSL {
bool transposed;
int size;
void bind(GLuint _progID) const;
void bind(GLuint _progID) const override;
virtual QString toString() const;
virtual QString toString() const override;
};
struct UniformBuf : public UniformBase {
......@@ -186,9 +186,9 @@ namespace GLSL {
UniformBuf();
~UniformBuf();
void bind(GLuint _progID) const;
void bind(GLuint _progID) const override;
virtual QString toString() const;
virtual QString toString() const override;
};
......
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