/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see .
In addition, the Doom 3 BFG Edition 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 BFG Edition 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;
// called only by renderer::Preload
virtual void Preload( const idPreloadManifest& manifest ) = 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 " 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__ */