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90 lines
2.4 KiB
90 lines
2.4 KiB
14 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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13 years ago
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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14 years ago
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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13 years ago
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#include "HeadSpin.h"
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14 years ago
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#include <D3d9.h>
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#include <D3dx9core.h>
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13 years ago
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#include "HeadSpin.h"
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14 years ago
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#include "plDXShader.h"
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#include "plSurface/plShader.h"
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#include "plDXPipeline.h"
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plDXShader::plDXShader(plShader* owner)
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: fOwner(owner),
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fPipe(nil)
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{
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owner->SetDeviceRef(this);
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}
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plDXShader::~plDXShader()
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{
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fPipe = nil;
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ISetError(nil);
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}
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void plDXShader::SetOwner(plShader* owner)
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{
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if( owner != fOwner )
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{
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Release();
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fOwner = owner;
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owner->SetDeviceRef(this);
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}
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}
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HRESULT plDXShader::IOnError(HRESULT hr, const char* errStr)
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{
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ISetError(errStr);
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fOwner->Invalidate();
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hsStatusMessage(errStr);
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return hr;
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}
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