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216 lines
8.4 KiB
Plaintext
216 lines
8.4 KiB
Plaintext
/*!
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@page build Building programs that use 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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For information on how to compile the GLFW library itself, see the @ref compile
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guide.
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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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the behavior of the header. Note that GLFW does not provide any of the OpenGL
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or OpenGL ES headers mentioned below. These are provided by your development
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environment or your OpenGL or OpenGL ES SDK.
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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 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 *in addition to* the
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OpenGL header. This should only be used with the default `GL/gl.h` header
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(`OpenGL/gl.h` on OS X), i.e. if you are not using any of the above macros.
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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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It has no function on other platforms.
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@section build_link Link with the right libraries
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@subsection build_link_win32 With MinGW or Visual C++ on 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_cmake_source With CMake and GLFW source
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You can use the GLFW source tree directly from a project that uses CMake. This
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way, GLFW will be built along with your application as needed.
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Firstly, add the root directory of the GLFW source tree to your project. This
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will add the `glfw` target and the necessary cache variables to your project.
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add_subdirectory(path/to/glfw)
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To be able to include the GLFW header from your code, you need to tell the
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compiler where to find it.
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include_directories(path/to/glfw/include)
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Once GLFW has been added to the project, the `GLFW_LIBRARIES` cache variable
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contains all link-time dependencies of GLFW as it is currently configured. To
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link against GLFW, link against them and the `glfw` target.
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target_link_libraries(myapp glfw ${GLFW_LIBRARIES})
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Note that `GLFW_LIBRARIES` does not include GLU, as GLFW does not use it. If
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your application needs GLU, you can add it to the list of dependencies with the
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`OPENGL_glu_LIBRARY` cache variable, which is implicitly created when the GLFW
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CMake files look for OpenGL.
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target_link_libraries(myapp glfw ${OPENGL_glu_LIBRARY} ${GLFW_LIBRARIES})
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@subsection build_link_cmake_pkgconfig With CMake on Unix and installed GLFW binaries
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CMake can import settings from pkg-config, which GLFW supports. When you
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installed GLFW, the pkg-config file `glfw3.pc` was installed along with it.
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First you need to find the PkgConfig package. If this fails, you may need to
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install the pkg-config package for your distribution.
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find_package(PkgConfig REQUIRED)
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This creates the CMake commands to find pkg-config packages. Then you need to
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find the GLFW package.
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pkg_search_module(GLFW REQUIRED glfw3)
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This creates the CMake variables you need to use GLFW. To be able to include
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the GLFW header, you need to tell your compiler where it is.
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include_directories(${GLFW_INCLUDE_DIRS})
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You also need to link against the correct libraries. If you are using the
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shared library version of GLFW, use the `GLFW_LIBRARIES` variable.
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target_link_libraries(simple ${GLFW_LIBRARIES})
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If you are using the static library version of GLFW, use the
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`GLFW_STATIC_LIBRARIES` variable instead.
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target_link_libraries(simple ${GLFW_STATIC_LIBRARIES})
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@subsection build_link_pkgconfig With pkg-config on OS X or other Unix
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GLFW supports [pkg-config](http://www.freedesktop.org/wiki/Software/pkg-config/),
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and the `glfw3.pc` file is generated when the GLFW library is built and installed
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along with it.
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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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cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3`
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You can also use the `glfw3.pc` file without installing it first, by using the
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`PKG_CONFIG_PATH` environment variable.
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env PKG_CONFIG_PATH=path/to/glfw/src cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`
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The dependencies do not include GLU, as GLFW does not need it. On OS X, GLU is
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built into the OpenGL framework, so if you need GLU you don't need to do
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anything extra. If you need GLU and are using Linux or BSD, you should add
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`-lGLU` to your link flags.
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See the manpage and other documentation for pkg-config and your compiler and
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linker for more information on how to link programs.
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@subsection build_link_xcode With Xcode on OS X
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If you are using the dynamic library version of GLFW, simply add it to the
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project dependencies.
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If you are using the static library version of GLFW, add it and the Cocoa,
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OpenGL, IOKit and CoreVideo frameworks to the project as dependencies.
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@subsection build_link_osx With command-line on OS X
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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 -framework CoreVideo
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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 nothing
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special to do when using GLU. Also note that even though your machine may have
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`libGL`-style OpenGL libraries, they are for use with the X Window System and
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will *not* work with the OS X native version of GLFW.
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*/
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