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162 lines
6.3 KiB
Plaintext
162 lines
6.3 KiB
Plaintext
/*!
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@page build Building programs using GLFW
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@tableofcontents
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This is about compiling and linking programs that use GLFW. For information on
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how to *write* such programs, start with the [introductory tutorial](@ref quick).
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@section build_include Including the GLFW header file
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In the files of your program where you use OpenGL or GLFW, you should include
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the GLFW 3 header file, i.e.:
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@code
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#include <GLFW/glfw3.h>
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@endcode
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This defines all the constants, types and function prototypes of the GLFW API.
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It also includes the chosen client API header files (by default OpenGL), and
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defines all the constants and types necessary for those headers to work on that
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platform.
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For example, under Windows you are normally required to include `windows.h`
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before including `GL/gl.h`. This would make your source file tied to Windows
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and pollute your code's namespace with the whole Win32 API.
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Instead, the GLFW header takes care of this for you, not by including
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`windows.h`, but rather by itself duplicating only the necessary parts of it.
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It does this only where needed, so if `windows.h` *is* included, the GLFW header
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does not try to redefine those symbols.
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In other words:
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- Do *not* include the OpenGL headers yourself, as GLFW does this for you
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- Do *not* include `windows.h` or other platform-specific headers unless you
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plan on using those APIs directly
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- If you *do* need to include such headers, do it *before* including
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the GLFW one and it will detect this
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If you are using an OpenGL extension loading library such as
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[GLEW](http://glew.sourceforge.net/), the GLEW header should also be included
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*before* the GLFW one. The GLEW header defines macros that disable any OpenGL
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header that the GLFW header includes and GLEW will work as expected.
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@subsection build_macros GLFW header option macros
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These macros may be defined before the inclusion of the GLFW header and affect
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how that header behaves.
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`GLFW_INCLUDE_GLCOREARB` makes the header include the modern `GL/glcorearb.h`
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header (`OpenGL/gl3.h` on Mac OS X) instead of the regular OpenGL header.
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`GLFW_INCLUDE_ES1` makes the header include the OpenGL ES 1.x `GLES/gl.h` header
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instead of the regular OpenGL header.
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`GLFW_INCLUDE_ES2` makes the header include the OpenGL ES 2.0 `GLES2/gl2.h`
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header instead of the regular OpenGL header.
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`GLFW_INCLUDE_ES3` makes the header include the OpenGL ES 3.0 `GLES3/gl3.h`
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header instead of the regular OpenGL header.
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`GLFW_INCLUDE_NONE` makes the header not include any client API header.
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`GLFW_INCLUDE_GLU` makes the header include the GLU header. This only makes
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sense if you are using OpenGL.
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`GLFW_DLL` is necessary when using the GLFW DLL on Windows, in order to explain
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to the compiler that the GLFW functions will be coming from another executable.
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@section build_link Link with the right libraries
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@subsection build_link_cmake Using GLFW from CMake
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The `GLFW_LIBRARIES` cache variable contains all link-time dependencies of GLFW
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as it is currently configured, so to link against GLFW simply do:
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target_link_libraries(myapp glfw ${GLFW_LIBRARIES})
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Note that this does not include GLU, as GLFW does not use it. If your
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application needs GLU, you can add it to the list of dependencies with the
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`OPENGL_glu_LIBRARY` cache variable.
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@subsection build_link_win32 Windows
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The static version of the GLFW library is named `glfw3`. When using this
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version, it is also necessary to link with some libraries that GLFW uses.
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When linking a program under Windows that uses the static version of GLFW, you
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must link with `opengl32`. If you are using GLU, you must also link with
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`glu32`.
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The link library for the GLFW DLL is named `glfw3dll`. When compiling a program
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that uses the DLL version of GLFW, you need to define the `GLFW_DLL` macro
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*before* any inclusion of the GLFW header. This can be done either with
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a compiler switch or by defining it in your source code.
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A program using the GLFW DLL does not need to link against any of its
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dependencies, but you still have to link against `opengl32` if your program uses
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OpenGL and `glu32` if it uses GLU.
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@subsection build_link_unix Unix with X11
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GLFW supports [pkg-config](http://www.freedesktop.org/wiki/Software/pkg-config/),
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and `glfw3.pc` file is generated when the library is built and installed along
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with it. You can use it without installation using the `PKG_CONFIG_PATH`
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environment variable. See the documentation for pkg-config for more details.
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A typical compile and link command-line when using the static may look like this:
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cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`
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If you are using the shared library, simply omit the `--static` flag.
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If you are using GLU, you should also add `-lGLU` to your link flags.
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@subsection build_link_osx Mac OS X
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GLFW on Mac OS X uses the Cocoa, OpenGL and IOKit frameworks.
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If you are using Xcode, you can simply add the GLFW library and these frameworks
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as dependencies.
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If you are building from the
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command-line, it is recommended that you use pkg-config
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GLFW supports [pkg-config](http://www.freedesktop.org/wiki/Software/pkg-config/),
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and `glfw3.pc` file is generated when the library is built and installed along
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with it. You can use it without installation using the `PKG_CONFIG_PATH`
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environment variable. See the documentation for pkg-config for more details.
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You can find pkg-config in most package systems such as
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[Fink](http://www.finkproject.org/) and [MacPorts](http://www.macports.org/), so
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if you have one of them installed, simply install pkg-config. Once you have
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pkg-config available, the command-line for compiling and linking your
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program is:
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cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`
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If you do not wish to use pkg-config, you need to add the required frameworks
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and libraries to your command-line using the `-l` and `-framework` switches,
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i.e.:
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cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit
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Note that you do not add the `.framework` extension to a framework when adding
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it from the command-line.
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The OpenGL framework contains both the OpenGL and GLU APIs, so there is no need
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to add additional libraries or frameworks when using GLU. Also note that even
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though your machine may have `libGL`-style OpenGL libraries, they are for use
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with the X Window System and will *not* work with the Mac OS X native version of
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GLFW.
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*/
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