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91 lines
4.0 KiB
91 lines
4.0 KiB
/*==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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