83 lines
2.6 KiB
C
83 lines
2.6 KiB
C
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// Copyright (C) 2007 Id Software, Inc.
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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 idRenderModel;
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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 NULL if not loaded
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virtual idRenderModel * GetModel( 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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virtual bool WriteSurfaceModel( const char* modelName, idList< idSurface* >& surfaces, idStrList& materials ) = 0;
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virtual bool WriteTriangleModelB( const char *modelName, idRenderModel *model ) = 0;
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virtual bool WriteTriangleModel( const char *modelName, idRenderModel *model ) = 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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