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