Ocular Engine
MaterialEmpty.hpp
1 
17 #pragma once
18 #ifndef __H__OCULAR_GRAPHICS_GRAPHICS_MATERIAL_EMPTY_H__
19 #define __H__OCULAR_GRAPHICS_GRAPHICS_MATERIAL_EMPTY_H__
20 
21 #include "Material.hpp"
22 
23 //------------------------------------------------------------------------------------------
24 
29 namespace Ocular
30 {
35  namespace Graphics
36  {
41  class MaterialEmpty : public Material
42  {
43  public:
44 
45  MaterialEmpty();
46  virtual ~MaterialEmpty();
47 
48  virtual void bind() override;
49  virtual void unbind() override;
50 
51  virtual void unload() override;
52 
53  virtual void onLoad(Core::BuilderNode const* node) override;
54  virtual void onSave(Core::BuilderNode* node) const override;
55 
56  protected:
57 
58  private:
59  };
60  }
64 }
69 //------------------------------------------------------------------------------------------
70 
71 #endif
virtual void onSave(Core::BuilderNode *node) const override
Definition: MaterialEmpty.cpp:66
Note: Once this library is made dynamic, this will no longer be needed.
Definition: Common.hpp:70
virtual void onLoad(Core::BuilderNode const *node) override
Definition: MaterialEmpty.cpp:61
virtual void unload() override
Definition: MaterialEmpty.cpp:56
Special default 'empty' Material. Typically used internally.
Definition: MaterialEmpty.hpp:41
Generic node system used for loading and saving SceneObjects and their components.
Definition: BuilderNode.hpp:51
Definition: Material.hpp:62