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https://github.com/nzp-team/fteqw.git
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33a540806e
Added $reflection texture map for (water) shaders. Just renders the screen to an fbo before rendering the surface. hub/savegame fixes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4034 fc73d0e0-1445-4013-8a0c-d673dee63da5
41 lines
1.7 KiB
C
41 lines
1.7 KiB
C
//=============================
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//David's hash tables
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//string based.
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#ifndef HASH_H__
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#define HASH_H__
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#define Hash_BytesForBuckets(b) (sizeof(bucket_t*)*(b))
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#define STRCMP(s1,s2) (((*s1)!=(*s2)) || strcmp(s1+1,s2+1)) //saves about 2-6 out of 120 - expansion of idea from fastqcc
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typedef struct bucket_s {
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void *data;
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union {
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const char *string;
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unsigned int value;
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} key;
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struct bucket_s *next;
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} bucket_t;
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typedef struct hashtable_s {
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unsigned int numbuckets;
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bucket_t **bucket;
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} hashtable_t;
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void Hash_InitTable(hashtable_t *table, unsigned int numbucks, void *mem); //mem must be 0 filled. (memset(mem, 0, size))
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unsigned int Hash_Key(const char *name, unsigned int modulus);
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void *Hash_Get(hashtable_t *table, const char *name);
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void *Hash_GetInsensative(hashtable_t *table, const char *name);
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void *Hash_GetInsensativeBucket(hashtable_t *table, const char *name);
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void *Hash_GetKey(hashtable_t *table, unsigned int key);
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void *Hash_GetNext(hashtable_t *table, const char *name, void *old);
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void *Hash_GetNextInsensative(hashtable_t *table, const char *name, void *old);
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void *Hash_GetNextKey(hashtable_t *table, unsigned int key, void *old);
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void *Hash_Add(hashtable_t *table, const char *name, void *data, bucket_t *buck);
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void *Hash_AddInsensative(hashtable_t *table, const char *name, void *data, bucket_t *buck);
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void Hash_Remove(hashtable_t *table, const char *name);
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void Hash_RemoveData(hashtable_t *table, const char *name, void *data);
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void Hash_RemoveBucket(hashtable_t *table, const char *name, bucket_t *data);
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void Hash_RemoveKey(hashtable_t *table, unsigned int key);
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void *Hash_AddKey(hashtable_t *table, unsigned int key, void *data, bucket_t *buck);
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#endif
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