forked from Mirrorlandia_minetest/irrlicht
580 lines
22 KiB
C
580 lines
22 KiB
C
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __IRR_COMPILE_CONFIG_H_INCLUDED__
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#define __IRR_COMPILE_CONFIG_H_INCLUDED__
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//! Identifies the IrrlichtMt fork customized for the Minetest engine
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#define IRRLICHT_VERSION_MT_REVISION 3
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#define IRRLICHT_VERSION_MT "mt3"
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//! Irrlicht SDK Version
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#define IRRLICHT_VERSION_MAJOR 1
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#define IRRLICHT_VERSION_MINOR 9
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#define IRRLICHT_VERSION_REVISION 0
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// This flag will be defined only in SVN, the official release code will have
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// it undefined
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#define IRRLICHT_VERSION_SVN alpha
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#define IRRLICHT_SDK_VERSION "1.9.0" IRRLICHT_VERSION_MT
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#include <stdio.h> // TODO: Although included elsewhere this is required at least for mingw
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//! The defines for different operating system are:
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//! _IRR_WINDOWS_ for all irrlicht supported Windows versions
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//! _IRR_WINDOWS_API_ for Windows or XBox
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//! _IRR_LINUX_PLATFORM_ for Linux (it is defined here if no other os is defined)
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//! _IRR_SOLARIS_PLATFORM_ for Solaris
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//! _IRR_OSX_PLATFORM_ for Apple systems running OSX
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//! _IRR_IOS_PLATFORM_ for Apple devices running iOS
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//! _IRR_ANDROID_PLATFORM_ for devices running Android
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//! _IRR_POSIX_API_ for Posix compatible systems
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//! Note: PLATFORM defines the OS specific layer, API can group several platforms
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//! DEVICE is the windowing system used, several PLATFORMs support more than one DEVICE
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//! Irrlicht can be compiled with more than one device
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//! _IRR_COMPILE_WITH_WINDOWS_DEVICE_ for Windows API based device
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//! _IRR_COMPILE_WITH_OSX_DEVICE_ for Cocoa native windowing on OSX
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//! _IRR_COMPILE_WITH_X11_DEVICE_ for Linux X11 based device
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//! _IRR_COMPILE_WITH_SDL_DEVICE_ for platform independent SDL framework
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//! _IRR_COMPILE_WITH_CONSOLE_DEVICE_ for no windowing system, used as a fallback
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//! _IRR_COMPILE_WITH_FB_DEVICE_ for framebuffer systems
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//! Passing defines to the compiler which have NO in front of the _IRR definename is an alternative
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//! way which can be used to disable defines (instead of outcommenting them in this header).
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//! So defines can be controlled from Makefiles or Projectfiles which allows building
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//! different library versions without having to change the sources.
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//! Example: NO_IRR_COMPILE_WITH_X11_ would disable X11
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//! Uncomment this line to compile with the SDL device
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//#define _IRR_COMPILE_WITH_SDL_DEVICE_
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#ifdef NO_IRR_COMPILE_WITH_SDL_DEVICE_
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#undef _IRR_COMPILE_WITH_SDL_DEVICE_
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#endif
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//! Comment this line to compile without the fallback console device.
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#define _IRR_COMPILE_WITH_CONSOLE_DEVICE_
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#ifdef NO_IRR_COMPILE_WITH_CONSOLE_DEVICE_
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#undef _IRR_COMPILE_WITH_CONSOLE_DEVICE_
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#endif
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//! WIN32 for Windows32
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//! WIN64 for Windows64
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// The windows platform and API support SDL and WINDOW device
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#if defined(_WIN32) || defined(_WIN64) || defined(WIN32) || defined(WIN64)
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#define _IRR_WINDOWS_
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#define _IRR_WINDOWS_API_
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#define _IRR_COMPILE_WITH_WINDOWS_DEVICE_
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#endif
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#if defined(_MSC_VER) && (_MSC_VER < 1500)
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# error "Only Microsoft Visual Studio 9.0 and later are supported."
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#endif
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// XBox is deprecated (as DX8 is removed). Use Irrlicht 1.8 if you still want to work on this.
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#if defined(_XBOX)
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#undef _IRR_WINDOWS_
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#define _IRR_XBOX_PLATFORM_ // deprecated
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#define _IRR_WINDOWS_API_
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//#define _IRR_COMPILE_WITH_WINDOWS_DEVICE_
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#undef _IRR_COMPILE_WITH_WINDOWS_DEVICE_
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//#define _IRR_COMPILE_WITH_SDL_DEVICE_
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#include <xtl.h>
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#endif
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#if defined(__APPLE__) || defined(MACOSX)
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#if !defined(MACOSX)
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#define MACOSX // legacy support
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#endif
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#if defined(__ENVIRONMENT_IPHONE_OS_VERSION_MIN_REQUIRED__) || defined(__IPHONE_OS_VERSION_MIN_REQUIRED)
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#define _IRR_IOS_PLATFORM_
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#define _IRR_COMPILE_WITH_IOS_DEVICE_
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#define NO_IRR_COMPILE_WITH_OPENGL_
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// The application state events and following methods: IrrlichtDevice::isWindowActive, IrrlichtDevice::isWindowFocused,
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// IrrlichtDevice::isWindowMinimized works out of box only if you'll use built-in CIrrDelegateiOS,
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// so _IRR_COMPILE_WITH_IOS_BUILTIN_MAIN_ must be enabled in this case. If you need a custom UIApplicationDelegate
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// you must disable _IRR_COMPILE_WITH_IOS_BUILTIN_MAIN_ definition and handle all application events yourself.
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#define _IRR_COMPILE_WITH_IOS_BUILTIN_MAIN_
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#else
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#define _IRR_OSX_PLATFORM_
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#define _IRR_COMPILE_WITH_OSX_DEVICE_
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#define NO_IRR_COMPILE_WITH_OGLES1_
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#define NO_IRR_COMPILE_WITH_OGLES2_
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#define NO_IRR_COMPILE_WITH_WEBGL1_
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#endif
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#endif
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#if defined(__EMSCRIPTEN__)
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#define _IRR_EMSCRIPTEN_PLATFORM_
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#define NO_IRR_COMPILE_WITH_JOYSTICK_EVENTS_
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#define NO_IRR_COMPILE_WITH_OPENGL_
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#define NO_IRR_COMPILE_WITH_OGLES1_
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#define _IRR_COMPILE_WITH_OGLES2_
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#define _IRR_COMPILE_WITH_WEBGL1_
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#define _IRR_COMPILE_WITH_EGL_MANAGER_
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#define _IRR_COMPILE_WITH_SDL_DEVICE_
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#define NO_IRR_COMPILE_WITH_X11_DEVICE_
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#define _IRR_LINUX_PLATFORM_ // emscripten basically working like a unix
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#endif // __EMSCRIPTEN__
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#if defined(__ANDROID__)
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#define _IRR_ANDROID_PLATFORM_
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#define _IRR_COMPILE_WITH_ANDROID_DEVICE_
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#define _IRR_COMPILE_ANDROID_ASSET_READER_
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#define NO_IRR_COMPILE_WITH_OPENGL_
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#endif
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#if defined(__SVR4) && defined(__sun)
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#define _IRR_SOLARIS_PLATFORM_
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#if defined(__sparc)
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#define __BIG_ENDIAN__
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#endif
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#endif
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#if !defined(_IRR_WINDOWS_API_) && !defined(_IRR_OSX_PLATFORM_) && !defined(_IRR_IOS_PLATFORM_) && !defined(_IRR_ANDROID_PLATFORM_) && !defined(_IRR_EMSCRIPTEN_PLATFORM_)
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#ifndef _IRR_SOLARIS_PLATFORM_
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#define _IRR_LINUX_PLATFORM_
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#endif
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#define _IRR_POSIX_API_
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#define _IRR_COMPILE_WITH_X11_DEVICE_
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#endif
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//! Define _IRR_COMPILE_WITH_JOYSTICK_SUPPORT_ if you want joystick events.
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#define _IRR_COMPILE_WITH_JOYSTICK_EVENTS_
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#ifdef NO_IRR_COMPILE_WITH_JOYSTICK_EVENTS_
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#undef _IRR_COMPILE_WITH_JOYSTICK_EVENTS_
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#endif
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//! Maximum number of texture an SMaterial can have, up to 8 are supported by Irrlicht.
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#define _IRR_MATERIAL_MAX_TEXTURES_ 8
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//! Add a leak-hunter to Irrlicht which helps finding unreleased reference counted objects.
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//! NOTE: This is slow and should only be used for debugging
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//#define _IRR_COMPILE_WITH_LEAK_HUNTER_
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#ifdef NO_IRR_COMPILE_WITH_LEAK_HUNTER_
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#undef _IRR_COMPILE_WITH_LEAK_HUNTER_
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#endif
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//! Enable profiling information in the engine
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/** NOTE: The profiler itself always exists and can be used by applications.
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This define is about the engine creating profile data
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while it runs and enabling it will slow down the engine. */
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//#define _IRR_COMPILE_WITH_PROFILING_
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#ifdef NO_IRR_COMPILE_WITH_PROFILING_
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#undef _IRR_COMPILE_WITH_PROFILING_
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#endif
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//! Define _IRR_COMPILE_WITH_DIRECT3D_9_ to compile the Irrlicht engine with DIRECT3D9.
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/** If you only want to use the software device or opengl you can disable those defines.
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This switch is mostly disabled because people do not get the g++ compiler compile
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directX header files, and directX is only available on Windows platforms. If you
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are using Dev-Cpp, and want to compile this using a DX dev pack, you can define
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_IRR_COMPILE_WITH_DX9_DEV_PACK_. So you simply need to add something like this
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to the compiler settings: -DIRR_COMPILE_WITH_DX9_DEV_PACK
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and this to the linker settings: -ld3dx9
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*/
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#if defined(_IRR_WINDOWS_API_) && defined(IRR_COMPILE_WITH_DX9_DEV_PACK)
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//! Define _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_ if you want to use DirectInput for joystick handling.
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/** This only applies to Windows devices, currently only supported under Win32 device.
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If not defined, Windows Multimedia library is used, which offers also broad support for joystick devices. */
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#define _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_
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#ifdef NO_IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_
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#undef _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_
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#endif
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// can't get this to compile currently under borland, can be removed if someone has a better solution
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#if defined(__BORLANDC__)
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#undef _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_
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#endif
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#endif
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//! Define _IRR_COMPILE_WITH_OPENGL_ to compile the Irrlicht engine with OpenGL.
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/** If you do not wish the engine to be compiled with OpenGL, comment this
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define out. */
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#define _IRR_COMPILE_WITH_OPENGL_
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#ifdef NO_IRR_COMPILE_WITH_OPENGL_
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#undef _IRR_COMPILE_WITH_OPENGL_
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#endif
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//! Define required options for OpenGL drivers.
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#if defined(_IRR_COMPILE_WITH_OPENGL_)
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#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_)
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#define _IRR_OPENGL_USE_EXTPOINTER_
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#define _IRR_COMPILE_WITH_WGL_MANAGER_
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#elif defined(_IRR_COMPILE_WITH_X11_DEVICE_)
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#define _IRR_OPENGL_USE_EXTPOINTER_
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#define _IRR_COMPILE_WITH_GLX_MANAGER_
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#elif defined(_IRR_COMPILE_WITH_OSX_DEVICE_)
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#define _IRR_COMPILE_WITH_NSOGL_MANAGER_
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#elif defined(_IRR_SOLARIS_PLATFORM_)
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#define _IRR_COMPILE_WITH_GLX_MANAGER_
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#elif defined(_IRR_COMPILE_WITH_SDL_DEVICE_)
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#define _IRR_OPENGL_USE_EXTPOINTER_
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#endif
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#endif
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//! Define _IRR_COMPILE_WITH_OGLES1_ to compile the Irrlicht engine with OpenGL ES 1.1.
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/** If you do not wish the engine to be compiled with OpenGL ES 1.1, comment this
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define out.
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Depending on platform you may have to enable _IRR_OGLES1_USE_KHRONOS_API_HEADERS_ as well when using it.
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*/
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#if defined(_IRR_ANDROID_PLATFORM_) || defined(_IRR_IOS_PLATFORM_)
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#define _IRR_COMPILE_WITH_OGLES1_
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#endif
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#ifdef NO_IRR_COMPILE_WITH_OGLES1_
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#undef _IRR_COMPILE_WITH_OGLES1_
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#endif
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#ifdef _IRR_COMPILE_WITH_OGLES1_
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//! Define _IRR_OGLES1_USE_KHRONOS_API_HEADERS_ to use the OpenGL ES headers from the Debian Khronos-api package
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//#define _IRR_OGLES1_USE_KHRONOS_API_HEADERS_
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#endif
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//! Define required options for OpenGL ES 1.1 drivers.
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#if defined(_IRR_COMPILE_WITH_OGLES1_)
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#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_) || defined(_IRR_COMPILE_WITH_ANDROID_DEVICE_)
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#define _IRR_OGLES1_USE_EXTPOINTER_
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#ifndef _IRR_COMPILE_WITH_EGL_MANAGER_
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#define _IRR_COMPILE_WITH_EGL_MANAGER_
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#endif
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#elif defined(_IRR_COMPILE_WITH_IOS_DEVICE_)
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#ifndef _IRR_COMPILE_WITH_EAGL_MANAGER_
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#define _IRR_COMPILE_WITH_EAGL_MANAGER_
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#endif
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#endif
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#endif
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//! Define _IRR_COMPILE_WITH_OGLES2_ to compile the Irrlicht engine with OpenGL ES 2.0.
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/** If you do not wish the engine to be compiled with OpenGL ES 2.0, comment this
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define out. */
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#if defined(_IRR_ANDROID_PLATFORM_) || defined(_IRR_IOS_PLATFORM_)
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#define _IRR_COMPILE_WITH_OGLES2_
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#else
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//#define _IRR_COMPILE_WITH_OGLES2_
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#endif
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#ifdef NO_IRR_COMPILE_WITH_OGLES2_
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#undef _IRR_COMPILE_WITH_OGLES2_
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#endif
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//! Define _IRR_COMPILE_WITH_WEBGL1_ to compile Irrlicht engine with a WebGL friendly
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//! subset of the OpenGL ES 2.0 driver.
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//#define _IRR_COMPILE_WITH_WEBGL1_
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#ifdef NO_IRR_COMPILE_WITH_WEBGL1_
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#undef _IRR_COMPILE_WITH_WEBGL1_
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#endif
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#ifdef _IRR_COMPILE_WITH_WEBGL1_
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#define _IRR_COMPILE_WITH_OGLES2_ // it's a subset of OGL ES2, so always needed when using WebGL
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#endif
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//! Define required options for OpenGL ES 2.0 drivers.
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#if defined(_IRR_COMPILE_WITH_OGLES2_)
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#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_) || defined(_IRR_COMPILE_WITH_ANDROID_DEVICE_) || defined(__EMSCRIPTEN__)
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#define _IRR_OGLES2_USE_EXTPOINTER_
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#ifndef _IRR_COMPILE_WITH_EGL_MANAGER_
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#define _IRR_COMPILE_WITH_EGL_MANAGER_
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#endif
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#elif defined(_IRR_COMPILE_WITH_IOS_DEVICE_)
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#ifndef _IRR_COMPILE_WITH_EAGL_MANAGER_
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#define _IRR_COMPILE_WITH_EAGL_MANAGER_
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#endif
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#endif
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#endif
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//! Define _IRR_COMPILE_WITH_X11_ to compile the Irrlicht engine with X11 support.
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/** If you do not wish the engine to be compiled with X11, comment this
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define out. */
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// Only used in LinuxDevice.
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#define _IRR_COMPILE_WITH_X11_
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#ifdef NO_IRR_COMPILE_WITH_X11_
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#undef _IRR_COMPILE_WITH_X11_
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#endif
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//! On some Linux systems the XF86 vidmode extension, X11 RandR, or XInput2 are missing.
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//! Use these defines to add/remove support for those dependencies as needed.
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//! XInput2 (library called Xi) is currently only used to support touch-input.
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#if defined(_IRR_LINUX_PLATFORM_) && defined(_IRR_COMPILE_WITH_X11_)
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#define _IRR_LINUX_X11_VIDMODE_
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//#define _IRR_LINUX_X11_RANDR_
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//#define _IRR_LINUX_X11_XINPUT2_
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#ifdef NO_IRR_LINUX_X11_VIDMODE_
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#undef _IRR_LINUX_X11_VIDMODE_
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#endif
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#ifdef NO_IRR_LINUX_X11_RANDR_
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#undef _IRR_LINUX_X11_RANDR_
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#endif
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#ifdef NO_IRR_LINUX_X11_XINPUT2_
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#undef _IRR_LINUX_X11_XINPUT2_
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#endif
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//! X11 has by default only monochrome cursors, but using the Xcursor library we can also get color cursor support.
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//! If you have the need for custom color cursors on X11 then enable this and make sure you also link
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//! to the Xcursor library in your Makefile/Projectfile.
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//#define _IRR_LINUX_XCURSOR_
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#ifdef NO_IRR_LINUX_XCURSOR_
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#undef _IRR_LINUX_XCURSOR_
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#endif
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#endif
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//! Define _IRR_COMPILE_WITH_GUI_ to compile the engine with the built-in GUI
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/** Disable this if you are using an external library to draw the GUI. If you disable this then
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you will not be able to use anything provided by the GUI Environment, including loading fonts. */
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#define _IRR_COMPILE_WITH_GUI_
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#ifdef NO_IRR_COMPILE_WITH_GUI_
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#undef _IRR_COMPILE_WITH_GUI_
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#endif
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//! Define _IRR_WCHAR_FILESYSTEM to enable unicode filesystem support for the engine.
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/** This enables the engine to read/write from unicode filesystem. If you
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disable this feature, the engine behave as before (ansi). This is currently only supported
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for Windows based systems. You also have to set #define UNICODE for this to compile.
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*/
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//#define _IRR_WCHAR_FILESYSTEM
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#ifdef NO_IRR_WCHAR_FILESYSTEM
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#undef _IRR_WCHAR_FILESYSTEM
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#endif
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//! Define _IRR_COMPILE_WITH_JPEGLIB_ to enable compiling the engine using libjpeg.
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/** This enables the engine to read jpeg images. If you comment this out,
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the engine will no longer read .jpeg images. */
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#define _IRR_COMPILE_WITH_LIBJPEG_
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#ifdef NO_IRR_COMPILE_WITH_LIBJPEG_
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#undef _IRR_COMPILE_WITH_LIBJPEG_
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#endif
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//! Define _IRR_COMPILE_WITH_LIBPNG_ to enable compiling the engine using libpng.
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/** This enables the engine to read png images. If you comment this out,
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the engine will no longer read .png images. */
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#define _IRR_COMPILE_WITH_LIBPNG_
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#ifdef NO_IRR_COMPILE_WITH_LIBPNG_
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#undef _IRR_COMPILE_WITH_LIBPNG_
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#endif
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//! Define _IRR_D3D_NO_SHADER_DEBUGGING to disable shader debugging in D3D9
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/** If _IRR_D3D_NO_SHADER_DEBUGGING is undefined in IrrCompileConfig.h,
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it is possible to debug all D3D9 shaders in VisualStudio. All shaders
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(which have been generated in memory or read from archives for example) will be emitted
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into a temporary file at runtime for this purpose. To debug your shaders, choose
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Debug->Direct3D->StartWithDirect3DDebugging in Visual Studio, and for every shader a
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file named 'irr_dbg_shader_%%.vsh' or 'irr_dbg_shader_%%.psh' will be created. Drag'n'drop
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the file you want to debug into visual studio. That's it. You can now set breakpoints and
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watch registers, variables etc. This works with ASM, HLSL, and both with pixel and vertex shaders.
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Note that the engine will run in D3D REF for this, which is a lot slower than HAL. */
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#define _IRR_D3D_NO_SHADER_DEBUGGING
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#ifdef NO_IRR_D3D_NO_SHADER_DEBUGGING
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#undef _IRR_D3D_NO_SHADER_DEBUGGING
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#endif
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//! Define _IRR_D3D_USE_LEGACY_HLSL_COMPILER to enable the old HLSL compiler in recent DX SDKs
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/** This enables support for ps_1_x shaders for recent DX SDKs. Otherwise, support
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for this shader model is not available anymore in SDKs after Oct2006. You need to
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distribute the OCT2006_d3dx9_31_x86.cab or OCT2006_d3dx9_31_x64.cab though, in order
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to provide the user with the proper DLL. That's why it's disabled by default. */
|
|
//#define _IRR_D3D_USE_LEGACY_HLSL_COMPILER
|
|
#ifdef NO_IRR_D3D_USE_LEGACY_HLSL_COMPILER
|
|
#undef _IRR_D3D_USE_LEGACY_HLSL_COMPILER
|
|
#endif
|
|
|
|
//! Define _IRR_USE_NVIDIA_PERFHUD_ to opt-in to using the nVidia PerHUD tool
|
|
/** Enable, by opting-in, to use the nVidia PerfHUD performance analysis driver
|
|
tool <http://developer.nvidia.com/object/nvperfhud_home.html>. */
|
|
#undef _IRR_USE_NVIDIA_PERFHUD_
|
|
|
|
//! Define one of the three setting for Burning's Video Software Rasterizer
|
|
/** So if we were marketing guys we could say Irrlicht has 4 Software-Rasterizers.
|
|
In a Nutshell:
|
|
All Burnings Rasterizers use 32 Bit Backbuffer, 32Bit Texture & 32 Bit Z or WBuffer,
|
|
16 Bit/32 Bit can be adjusted on a global flag.
|
|
|
|
BURNINGVIDEO_RENDERER_BEAUTIFUL
|
|
32 Bit + Vertexcolor + Lighting + Per Pixel Perspective Correct + SubPixel/SubTexel Correct +
|
|
Bilinear Texturefiltering + WBuffer
|
|
|
|
BURNINGVIDEO_RENDERER_FAST
|
|
32 Bit + Per Pixel Perspective Correct + SubPixel/SubTexel Correct + WBuffer +
|
|
Bilinear Dithering TextureFiltering + WBuffer
|
|
|
|
BURNINGVIDEO_RENDERER_ULTRA_FAST
|
|
16Bit + SubPixel/SubTexel Correct + ZBuffer
|
|
*/
|
|
|
|
//! Uncomment the following line if you want to ignore the deprecated warnings
|
|
//#define IGNORE_DEPRECATED_WARNING
|
|
|
|
//! Define _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_ to support BillboardSceneNodes
|
|
#define _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
|
|
#ifdef NO_IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
|
|
#undef _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
|
|
#endif
|
|
|
|
//! Define _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_ if you want to use bone based
|
|
/** animated meshes. If you compile without this, you will be unable to load
|
|
B3D, MS3D or X meshes */
|
|
#define _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
#ifdef NO_IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
#undef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
#endif
|
|
|
|
#ifdef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
//! Define _IRR_COMPILE_WITH_B3D_LOADER_ if you want to use Blitz3D files
|
|
#define _IRR_COMPILE_WITH_B3D_LOADER_
|
|
#ifdef NO_IRR_COMPILE_WITH_B3D_LOADER_
|
|
#undef _IRR_COMPILE_WITH_B3D_LOADER_
|
|
#endif
|
|
//! Define _IRR_COMPILE_WITH_X_LOADER_ if you want to use Microsoft X files
|
|
#define _IRR_COMPILE_WITH_X_LOADER_
|
|
#ifdef NO_IRR_COMPILE_WITH_X_LOADER_
|
|
#undef _IRR_COMPILE_WITH_X_LOADER_
|
|
#endif
|
|
#endif // _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
|
|
//! Define _IRR_COMPILE_WITH_OBJ_LOADER_ if you want to load Wavefront OBJ files
|
|
#define _IRR_COMPILE_WITH_OBJ_LOADER_
|
|
#ifdef NO_IRR_COMPILE_WITH_OBJ_LOADER_
|
|
#undef _IRR_COMPILE_WITH_OBJ_LOADER_
|
|
#endif
|
|
|
|
//! Define _IRR_COMPILE_WITH_BMP_LOADER_ if you want to load .bmp files
|
|
//! Disabling this loader will also disable the built-in font
|
|
#define _IRR_COMPILE_WITH_BMP_LOADER_
|
|
#ifdef NO_IRR_COMPILE_WITH_BMP_LOADER_
|
|
#undef _IRR_COMPILE_WITH_BMP_LOADER_
|
|
#endif
|
|
//! Define _IRR_COMPILE_WITH_JPG_LOADER_ if you want to load .jpg files
|
|
#define _IRR_COMPILE_WITH_JPG_LOADER_
|
|
#ifdef NO_IRR_COMPILE_WITH_JPG_LOADER_
|
|
#undef _IRR_COMPILE_WITH_JPG_LOADER_
|
|
#endif
|
|
//! Define _IRR_COMPILE_WITH_PNG_LOADER_ if you want to load .png files
|
|
#define _IRR_COMPILE_WITH_PNG_LOADER_
|
|
#ifdef NO_IRR_COMPILE_WITH_PNG_LOADER_
|
|
#undef _IRR_COMPILE_WITH_PNG_LOADER_
|
|
#endif
|
|
|
|
//! Define _IRR_COMPILE_WITH_JPG_WRITER_ if you want to write .jpg files
|
|
#define _IRR_COMPILE_WITH_JPG_WRITER_
|
|
#ifdef NO_IRR_COMPILE_WITH_JPG_WRITER_
|
|
#undef _IRR_COMPILE_WITH_JPG_WRITER_
|
|
#endif
|
|
//! Define _IRR_COMPILE_WITH_PNG_WRITER_ if you want to write .png files
|
|
#define _IRR_COMPILE_WITH_PNG_WRITER_
|
|
#ifdef NO_IRR_COMPILE_WITH_PNG_WRITER_
|
|
#undef _IRR_COMPILE_WITH_PNG_WRITER_
|
|
#endif
|
|
|
|
//! Define __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_ if you want to open ZIP and GZIP archives
|
|
/** ZIP reading has several more options below to configure. */
|
|
#define __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
|
|
#ifdef NO__IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
|
|
#undef __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
|
|
#endif
|
|
#ifdef __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
|
|
//! Define _IRR_COMPILE_WITH_ZLIB_ to enable compiling the engine using zlib.
|
|
/** This enables the engine to read from compressed .zip archives. If you
|
|
disable this feature, the engine can still read archives, but only uncompressed
|
|
ones. */
|
|
#define _IRR_COMPILE_WITH_ZLIB_
|
|
#ifdef NO_IRR_COMPILE_WITH_ZLIB_
|
|
#undef _IRR_COMPILE_WITH_ZLIB_
|
|
#endif
|
|
#endif
|
|
|
|
//! Define __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_ if you want to mount folders as archives
|
|
#define __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
|
|
#ifdef NO__IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
|
|
#undef __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
|
|
#endif
|
|
|
|
// Some cleanup and standard stuff
|
|
|
|
#ifdef _IRR_WINDOWS_API_
|
|
|
|
// To build Irrlicht as a static library, you must define _IRR_STATIC_LIB_ in both the
|
|
// Irrlicht build, *and* in the user application, before #including <irrlicht.h>
|
|
#ifndef _IRR_STATIC_LIB_
|
|
#ifdef IRRLICHT_EXPORTS
|
|
#define IRRLICHT_API __declspec(dllexport)
|
|
#else
|
|
#define IRRLICHT_API __declspec(dllimport)
|
|
#endif // IRRLICHT_EXPORT
|
|
#else
|
|
#define IRRLICHT_API
|
|
#endif // _IRR_STATIC_LIB_
|
|
|
|
// Declare the calling convention.
|
|
#if defined(_STDCALL_SUPPORTED)
|
|
#define IRRCALLCONV __stdcall
|
|
#else
|
|
#define IRRCALLCONV __cdecl
|
|
#endif // STDCALL_SUPPORTED
|
|
|
|
#else // _IRR_WINDOWS_API_
|
|
|
|
// Force symbol export in shared libraries built with gcc.
|
|
#if (__GNUC__ >= 4) && !defined(_IRR_STATIC_LIB_) && defined(IRRLICHT_EXPORTS)
|
|
#define IRRLICHT_API __attribute__ ((visibility("default")))
|
|
#else
|
|
#define IRRLICHT_API
|
|
#endif
|
|
|
|
#define IRRCALLCONV
|
|
|
|
#endif // _IRR_WINDOWS_API_
|
|
|
|
#ifndef _IRR_WINDOWS_API_
|
|
#undef _IRR_WCHAR_FILESYSTEM
|
|
#endif
|
|
|
|
#if defined(_IRR_SOLARIS_PLATFORM_)
|
|
#undef _IRR_COMPILE_WITH_JOYSTICK_EVENTS_
|
|
#endif
|
|
|
|
//! Define __IRR_HAS_S64 if the irr::s64 type should be enable (needs long long, available on most platforms, but not part of ISO C++ 98)
|
|
#define __IRR_HAS_S64
|
|
#ifdef NO__IRR_HAS_S64
|
|
#undef __IRR_HAS_S64
|
|
#endif
|
|
|
|
#if defined(__BORLANDC__)
|
|
#include <tchar.h>
|
|
|
|
// Borland 5.5.1
|
|
#if __BORLANDC__ == 0x551
|
|
#undef _tfinddata_t
|
|
#undef _tfindfirst
|
|
#undef _tfindnext
|
|
|
|
#define _tfinddata_t __tfinddata_t
|
|
#define _tfindfirst __tfindfirst
|
|
#define _tfindnext __tfindnext
|
|
typedef long intptr_t;
|
|
#endif
|
|
#endif
|
|
|
|
#ifndef __has_feature
|
|
#define __has_feature(x) 0 // Compatibility with non-clang compilers.
|
|
#endif
|
|
|
|
#ifdef _DEBUG
|
|
//! A few attributes are written in CSceneManager when _IRR_SCENEMANAGER_DEBUG is enabled
|
|
// NOTE: Those attributes were used always until 1.8.0 and became a global define for 1.8.1
|
|
// which is only enabled in debug because it had a large (sometimes >5%) impact on speed.
|
|
// A better solution in the long run is to break the interface and remove _all_ attribute
|
|
// access in functions like CSceneManager::drawAll and instead put that information in some
|
|
// own struct/class or in CSceneManager.
|
|
// See http://irrlicht.sourceforge.net/forum/viewtopic.php?f=2&t=48211 for the discussion.
|
|
#define _IRR_SCENEMANAGER_DEBUG
|
|
#ifdef NO_IRR_SCENEMANAGER_DEBUG
|
|
#undef _IRR_SCENEMANAGER_DEBUG
|
|
#endif
|
|
#endif
|
|
|
|
#endif // __IRR_COMPILE_CONFIG_H_INCLUDED__
|
|
|