dhewm3/neo/renderer/ModelManager.h
dhewg 736ec20d4d Untangle the epic precompiled.h mess
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.
2011-12-19 23:21:47 +01:00

102 lines
3.6 KiB
C++

/*
===========================================================================
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__
#include "framework/Common.h"
#include "renderer/Model.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__ */