quake4-sdk/source/renderer/ModelManager.h

110 lines
3.8 KiB
C++

// Copyright (C) 2004 Id Software, Inc.
//
#ifndef __MODELMANAGER_H__
#define __MODELMANAGER_H__
// RAVEN BEGIN
// Modview
#define MVJOINT_SELECTED BIT( 0 )
#define MVJOINT_HIDDEN BIT( 1 )
// RAVEN END
/*
===============================================================================
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;
// RAVEN BEGIN
// Reset list of model to initial state (i.e. destroys all models except the default models).
// This also will void the incremental creep in memory consumption as one progresses form
// one level to the next, since we delete the idRenderModel instances which can add up to
// several MB.
virtual void Reset(void) = 0;
// RAVEN END
// 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;
// RAVEN BEGIN
// jscott: for tools
virtual srfTriangles_t *AllocStaticTriSurf( int verts, int indices ) = 0;
virtual void FreeStaticTriSurf( srfTriangles_t *tris ) = 0;
virtual srfTriangles_t *CopyStaticTriSurf( const srfTriangles_t *tri ) = 0;
virtual srfTriangles_t *PolytopeSurface( int numPlanes, const idPlane *planes, idWinding **windings ) = 0;
virtual void CreateSilIndexes( srfTriangles_t *tris ) = 0;
virtual void DeriveFacePlanes( srfTriangles_t *tris ) = 0;
virtual void BoundTriSurf( srfTriangles_t *tri ) = 0;
virtual void CleanupTriangles( srfTriangles_t *tris, bool createNormals, bool identifySilEdges, bool useUnsmoothedTangents, bool needSilMultiply ) = 0;
virtual void SimpleCleanupTriangles( srfTriangles_t *tri ) = 0;
virtual srfTriangles_t *CreateShadowVolume( const srfTriangles_t *tri, const class idRenderLight *light, int optimize ) = 0;
virtual class idRenderLight *CreateLightDef( void ) = 0;
virtual void FreeLightDef( class idRenderLight *light ) = 0;
// rjohnson: added debugging code to try and catch a free error
virtual bool CheckModel( idRenderModel *model ) = 0;
// RAVEN END
// 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 *mi ) = 0;
virtual size_t ListModelSummary( void ) = 0;
};
// this will be statically pointed at a private implementation
extern idRenderModelManager *renderModelManager;
#endif /* !__MODELMANAGER_H__ */