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92 lines
3.5 KiB
92 lines
3.5 KiB
4 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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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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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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///////////////////////////////////////////////////////////////////////////////
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// //
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// plPipelineCreate Class Header //
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// Cyan, Inc. //
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// //
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// Here's a fun static class. All it does is contain wrapper functions for //
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// returning pointers to new pipelines of various types. This way, someone //
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// else, say, plClient, can create a new plDXPipeline without having to //
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// include every DX header in the known universe. Its messy and there's //
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// probably a better way to do it with the resource manager, but neither //
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// Chris nor Matt can tell me what it is, so there. :P //
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// //
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// Note: complile-time trick is that the actual functions for these are //
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// in the pipeline sources themselves. Makes more sense, esp. since we //
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// then avoid any possible header conflict between the pipelines, should //
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// one ever exist. //
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// //
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//// Version History //////////////////////////////////////////////////////////
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// //
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// 3.8.2001 mcn - Created. //
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// //
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _plPipelineCreate_h
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#define _plPipelineCreate_h
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//// plPipelineCreate Class Definition ////////////////////////////////////////
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class plPipeline;
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class plPipelineCreate
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{
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protected:
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static plPipeline *ICreateDXPipeline( hsWinRef hWnd, const hsG3DDeviceModeRecord *devMode );
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public:
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static plPipeline *CreatePipeline( hsWinRef hWnd, const hsG3DDeviceModeRecord *devMode )
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{
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// Just this for now. Later we'll key off of the devMode
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return ICreateDXPipeline( hWnd, devMode );
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}
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};
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#endif // _plPipelineCreate_h
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