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https://github.com/id-Software/DOOM-3-BFG.git
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102 lines
3.8 KiB
C++
102 lines
3.8 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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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/*
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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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// called only by renderer::Preload
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virtual void Preload( const idPreloadManifest &manifest ) = 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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