vmap/libs/shaderlib.h

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2020-11-17 11:16:16 +00:00
/*
Copyright (C) 2001-2006, William Joseph.
All Rights Reserved.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#if !defined ( INCLUDED_SHADERLIB_H )
#define INCLUDED_SHADERLIB_H
#include "string/string.h"
#include "character.h"
#include "ishaders.h"
inline bool shader_equal( const char* shader, const char* other ){
return string_equal_nocase( shader, other );
}
inline bool shader_equal_n( const char* shader, const char* other, std::size_t n ){
return string_equal_nocase_n( shader, other, n );
}
inline bool shader_less( const char* shader, const char* other ){
return string_less_nocase( shader, other );
}
inline bool shader_equal_prefix( const char* string, const char* prefix ){
return shader_equal_n( string, prefix, string_length( prefix ) );
}
class shader_less_t
{
public:
bool operator()( const CopiedString& shader, const CopiedString& other ) const {
return shader_less( shader.c_str(), other.c_str() );
}
};
inline bool shader_valid( const char* shader ){
return string_is_ascii( shader )
&& strchr( shader, ' ' ) == 0
&& strchr( shader, '\n' ) == 0
&& strchr( shader, '\r' ) == 0
&& strchr( shader, '\t' ) == 0
&& strchr( shader, '\v' ) == 0
&& strchr( shader, '\\' ) == 0;
}
inline const char* GlobalTexturePrefix_get(){
return GlobalShaderSystem().getTexturePrefix();
}
inline bool shader_is_texture( const char* name ){
return shader_equal_prefix( name, GlobalTexturePrefix_get() );
}
inline const char* shader_get_textureName( const char* name ){
return name + string_length( GlobalTexturePrefix_get() );
}
inline bool texdef_name_valid( const char* name ){
return shader_valid( name ) && shader_is_texture( name );
}
inline const char* texdef_name_default(){
return GlobalTexturePrefix_get();
}
#endif