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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __MODELMANAGER_H__
- #define __MODELMANAGER_H__
- /*
- ===============================================================================
- Model Manager
- Temporarily created models do not need to be added to the model manager.
- ===============================================================================
- */
- class idRenderModelManager {
- public:
- virtual ~idRenderModelManager() {}
- // registers console commands and clears the list
- virtual void Init() = 0;
- // frees all the models
- virtual void Shutdown() = 0;
- // called only by renderer::BeginLevelLoad
- virtual void BeginLevelLoad() = 0;
- // called only by renderer::EndLevelLoad
- virtual void EndLevelLoad() = 0;
- // allocates a new empty render model.
- virtual idRenderModel * AllocModel() = 0;
- // frees a render model
- virtual void FreeModel( idRenderModel *model ) = 0;
- // returns NULL if modelName is NULL or an empty string, otherwise
- // it will create a default model if not loadable
- virtual idRenderModel * FindModel( const char *modelName ) = 0;
- // returns NULL if not loadable
- virtual idRenderModel * CheckModel( const char *modelName ) = 0;
- // returns the default cube model
- virtual idRenderModel * DefaultModel() = 0;
- // world map parsing will add all the inline models with this call
- virtual void AddModel( idRenderModel *model ) = 0;
- // when a world map unloads, it removes its internal models from the list
- // before freeing them.
- // There may be an issue with multiple renderWorlds that share data...
- virtual void RemoveModel( idRenderModel *model ) = 0;
- // the reloadModels console command calls this, but it can
- // also be explicitly invoked
- virtual void ReloadModels( bool forceAll = false ) = 0;
- // write "touchModel <model>" commands for each non-world-map model
- virtual void WritePrecacheCommands( idFile *f ) = 0;
- // called during vid_restart
- virtual void FreeModelVertexCaches() = 0;
- // print memory info
- virtual void PrintMemInfo( MemInfo_t *mi ) = 0;
- };
- // this will be statically pointed at a private implementation
- extern idRenderModelManager *renderModelManager;
- #endif /* !__MODELMANAGER_H__ */
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