etqw-sdk/source/renderer/ModelManager.h

83 lines
2.6 KiB
C++

// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __MODELMANAGER_H__
#define __MODELMANAGER_H__
/*
===============================================================================
Model Manager
Temporarily created models do not need to be added to the model manager.
===============================================================================
*/
class idRenderModel;
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 NULL if not loaded
virtual idRenderModel * GetModel( 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;
virtual bool WriteSurfaceModel( const char* modelName, idList< idSurface* >& surfaces, idStrList& materials ) = 0;
virtual bool WriteTriangleModelB( const char *modelName, idRenderModel *model ) = 0;
virtual bool WriteTriangleModel( const char *modelName, idRenderModel *model ) = 0;
};
// this will be statically pointed at a private implementation
extern idRenderModelManager *renderModelManager;
#endif /* !__MODELMANAGER_H__ */