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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
102 lines
3.6 KiB
C++
102 lines
3.6 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __MODELMANAGER_H__
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#define __MODELMANAGER_H__
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#include "framework/Common.h"
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#include "renderer/Model.h"
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/*
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===============================================================================
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Model Manager
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Temporarily created models do not need to be added to the model manager.
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===============================================================================
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*/
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class idRenderModelManager {
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public:
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virtual ~idRenderModelManager() {}
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// registers console commands and clears the list
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virtual void Init() = 0;
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// frees all the models
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virtual void Shutdown() = 0;
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// called only by renderer::BeginLevelLoad
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virtual void BeginLevelLoad() = 0;
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// called only by renderer::EndLevelLoad
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virtual void EndLevelLoad() = 0;
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// allocates a new empty render model.
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virtual idRenderModel * AllocModel() = 0;
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// frees a render model
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virtual void FreeModel( idRenderModel *model ) = 0;
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// returns NULL if modelName is NULL or an empty string, otherwise
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// it will create a default model if not loadable
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virtual idRenderModel * FindModel( const char *modelName ) = 0;
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// returns NULL if not loadable
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virtual idRenderModel * CheckModel( const char *modelName ) = 0;
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// returns the default cube model
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virtual idRenderModel * DefaultModel() = 0;
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// world map parsing will add all the inline models with this call
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virtual void AddModel( idRenderModel *model ) = 0;
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// when a world map unloads, it removes its internal models from the list
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// before freeing them.
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// There may be an issue with multiple renderWorlds that share data...
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virtual void RemoveModel( idRenderModel *model ) = 0;
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// the reloadModels console command calls this, but it can
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// also be explicitly invoked
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virtual void ReloadModels( bool forceAll = false ) = 0;
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// write "touchModel <model>" commands for each non-world-map model
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virtual void WritePrecacheCommands( idFile *f ) = 0;
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// called during vid_restart
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virtual void FreeModelVertexCaches() = 0;
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// print memory info
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virtual void PrintMemInfo( MemInfo_t *mi ) = 0;
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};
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// this will be statically pointed at a private implementation
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extern idRenderModelManager *renderModelManager;
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#endif /* !__MODELMANAGER_H__ */
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