1 /*
2 ===========================================================================
3 
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
6 
7 This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
8 
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13 
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
17 GNU General Public License for more details.
18 
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.
21 
22 In addition, the Doom 3 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 Source Code.  If not, please request a copy in writing from id Software at the address below.
23 
24 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.
25 
26 ===========================================================================
27 */
28 
29 #ifndef __MODELMANAGER_H__
30 #define __MODELMANAGER_H__
31 
32 #include "framework/Common.h"
33 #include "renderer/Model.h"
34 
35 /*
36 ===============================================================================
37 
38 	Model Manager
39 
40 	Temporarily created models do not need to be added to the model manager.
41 
42 ===============================================================================
43 */
44 
45 class idRenderModelManager {
46 public:
~idRenderModelManager()47 	virtual					~idRenderModelManager() {}
48 
49 	// registers console commands and clears the list
50 	virtual	void			Init() = 0;
51 
52 	// frees all the models
53 	virtual	void			Shutdown() = 0;
54 
55 	// called only by renderer::BeginLevelLoad
56 	virtual void			BeginLevelLoad() = 0;
57 
58 	// called only by renderer::EndLevelLoad
59 	virtual void			EndLevelLoad() = 0;
60 
61 	// allocates a new empty render model.
62 	virtual idRenderModel *	AllocModel() = 0;
63 
64 	// frees a render model
65 	virtual void			FreeModel( idRenderModel *model ) = 0;
66 
67 	// returns NULL if modelName is NULL or an empty string, otherwise
68 	// it will create a default model if not loadable
69 	virtual	idRenderModel *	FindModel( const char *modelName ) = 0;
70 
71 	// returns NULL if not loadable
72 	virtual	idRenderModel *	CheckModel( const char *modelName ) = 0;
73 
74 	// returns the default cube model
75 	virtual	idRenderModel *	DefaultModel() = 0;
76 
77 	// world map parsing will add all the inline models with this call
78 	virtual	void			AddModel( idRenderModel *model ) = 0;
79 
80 	// when a world map unloads, it removes its internal models from the list
81 	// before freeing them.
82 	// There may be an issue with multiple renderWorlds that share data...
83 	virtual	void			RemoveModel( idRenderModel *model ) = 0;
84 
85 	// the reloadModels console command calls this, but it can
86 	// also be explicitly invoked
87 	virtual	void			ReloadModels( bool forceAll = false ) = 0;
88 
89 	// write "touchModel <model>" commands for each non-world-map model
90 	virtual	void			WritePrecacheCommands( idFile *f ) = 0;
91 
92 	// called during vid_restart
93 	virtual	void			FreeModelVertexCaches() = 0;
94 
95 	// print memory info
96 	virtual	void			PrintMemInfo( MemInfo_t *mi ) = 0;
97 };
98 
99 // this will be statically pointed at a private implementation
100 extern	idRenderModelManager	*renderModelManager;
101 
102 #endif /* !__MODELMANAGER_H__ */
103