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83 lines
2.7 KiB
83 lines
2.7 KiB
11 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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#include "hsGDirect3D.h"
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#include "plDXEnumerate.h"
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#include <d3d9.h>
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#include <functional>
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#include <memory>
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static std::unique_ptr<hsGDirect3DTnLEnumerate> s_tnlEnum;
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hsGDirect3DTnLEnumerate& hsGDirect3D::EnumerateTnL(bool reenum)
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{
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if (reenum || !s_tnlEnum.get())
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s_tnlEnum.reset(new hsGDirect3DTnLEnumerate());
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// Be nice to legacy code and return a reference...
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hsGDirect3DTnLEnumerate* ptr = s_tnlEnum.get();
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return *ptr;
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}
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void hsGDirect3D::ReleaseTnLEnum()
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{
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s_tnlEnum.release();
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}
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static void IDeleteDirect3D(IDirect3D9* d3d)
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{
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while (d3d->Release()) { }
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}
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static std::unique_ptr<IDirect3D9, std::function<void(IDirect3D9*)>> s_direct3d(nullptr, IDeleteDirect3D);
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IDirect3D9* hsGDirect3D::GetDirect3D(bool recreate)
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{
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if (recreate || !s_direct3d.get()) {
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IDirect3D9* ptr = Direct3DCreate9(D3D_SDK_VERSION);
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hsAssert(ptr, "failed to create Direct3D");
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s_direct3d.reset(ptr);
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}
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return s_direct3d.get();
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}
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