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387 lines
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387 lines
14 KiB
Plaintext
/*!
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@page build_guide Building applications
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@tableofcontents
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This is about compiling and linking applications that use GLFW. For information on
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how to write such applications, start with the
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[introductory tutorial](@ref quick_guide). For information on how to compile
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the GLFW library itself, see @ref compile_guide.
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This is not a tutorial on compilation or linking. It assumes basic
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understanding of how to compile and link a C program as well as how to use the
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specific compiler of your chosen development environment. The compilation
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and linking process should be explained in your C programming material and in
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the documentation for your development environment.
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@section build_include Including the GLFW header file
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You should include the GLFW header in the source files where you use OpenGL or
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GLFW.
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@code
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#include <GLFW/glfw3.h>
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@endcode
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This header declares the GLFW API and by default also includes the OpenGL header
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from your development environment. See below for how to control this.
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The GLFW header also defines any platform-specific macros needed by your OpenGL
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header, so it can be included without needing any window system headers.
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For example, under Windows you are normally required to include `windows.h`
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before the OpenGL header, which would bring in the whole Win32 API. The GLFW
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header duplicates the small number of macros needed.
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It does this only when needed, so if `windows.h` _is_ included, the GLFW header
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does not try to redefine those symbols. The reverse is not true, i.e.
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`windows.h` cannot cope if any of its symbols have already been defined.
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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 header and it will handle this
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If you are using an OpenGL extension loading library such as
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[glad](https://github.com/Dav1dde/glad), the extension loader header should
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be included _before_ the GLFW one.
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@code
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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@endcode
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Alternatively the @ref GLFW_INCLUDE_NONE macro (described below) can be used to
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prevent the GLFW header from including the OpenGL header.
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@code
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include <glad/glad.h>
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@endcode
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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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its behavior.
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@anchor GLFW_DLL
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__GLFW_DLL__ is required on Windows when using the GLFW DLL, to tell the
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compiler that the GLFW functions are defined in a DLL.
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The following macros control which OpenGL or OpenGL ES API header is included.
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Only one of these may be defined at a time.
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@anchor GLFW_INCLUDE_GLCOREARB
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__GLFW_INCLUDE_GLCOREARB__ makes the GLFW header include the modern
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`GL/glcorearb.h` header (`OpenGL/gl3.h` on macOS) instead of the regular OpenGL
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header.
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@anchor GLFW_INCLUDE_ES1
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__GLFW_INCLUDE_ES1__ makes the GLFW header include the OpenGL ES 1.x `GLES/gl.h`
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header instead of the regular OpenGL header.
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@anchor GLFW_INCLUDE_ES2
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__GLFW_INCLUDE_ES2__ makes the GLFW header include the OpenGL ES 2.0
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`GLES2/gl2.h` header instead of the regular OpenGL header.
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@anchor GLFW_INCLUDE_ES3
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__GLFW_INCLUDE_ES3__ makes the GLFW header include the OpenGL ES 3.0
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`GLES3/gl3.h` header instead of the regular OpenGL header.
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@anchor GLFW_INCLUDE_ES31
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__GLFW_INCLUDE_ES31__ makes the GLFW header include the OpenGL ES 3.1
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`GLES3/gl31.h` header instead of the regular OpenGL header.
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@anchor GLFW_INCLUDE_ES32
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__GLFW_INCLUDE_ES31__ makes the GLFW header include the OpenGL ES 3.2
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`GLES3/gl32.h` header instead of the regular OpenGL header.
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@anchor GLFW_INCLUDE_NONE
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__GLFW_INCLUDE_NONE__ makes the GLFW header not include any OpenGL or OpenGL ES
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API header. This is useful in combination with an extension loading library.
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If none of the above inclusion macros are defined, the standard OpenGL `GL/gl.h`
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header (`OpenGL/gl.h` on macOS) is included.
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The following macros control the inclusion of additional API headers. Any
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number of these may be defined simultaneously, and/or together with one of the
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above macros.
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@anchor GLFW_INCLUDE_VULKAN
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__GLFW_INCLUDE_VULKAN__ makes the GLFW header include the Vulkan
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`vulkan/vulkan.h` header in addition to any selected OpenGL or OpenGL ES header.
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@anchor GLFW_INCLUDE_GLEXT
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__GLFW_INCLUDE_GLEXT__ makes the GLFW header include the appropriate extension
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header for the OpenGL or OpenGL ES header selected above after and in addition
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to that header.
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@anchor GLFW_INCLUDE_GLU
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__GLFW_INCLUDE_GLU__ makes the header include the GLU header in addition to the
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header selected above. This should only be used with the standard OpenGL header
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and only for compatibility with legacy code. GLU has been deprecated and should
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not be used in new code.
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@note GLFW does not provide any of the API headers mentioned above. They must
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be provided by your development environment or your OpenGL, OpenGL ES or Vulkan
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SDK.
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@note None of these macros may be defined during the compilation of GLFW itself.
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If your build includes GLFW and you define any these in your build files, make
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sure they are not applied to the GLFW sources.
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@section build_link Link with the right libraries
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GLFW is essentially a wrapper of various platform-specific APIs and therefore
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needs to link against many different system libraries. If you are using GLFW as
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a shared library / dynamic library / DLL then it takes care of these links.
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However, if you are using GLFW as a static library then your executable will
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need to link against these libraries.
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On Windows and macOS, the list of system libraries is static and can be
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hard-coded into your build environment. See the section for your development
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environment below. On Linux and other Unix-like operating systems, the list
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varies but can be retrieved in various ways as described below.
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A good general introduction to linking is
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[Beginner's Guide to Linkers](https://www.lurklurk.org/linkers/linkers.html) by
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David Drysdale.
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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 using MinGW to link an application with the static version of GLFW, you
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must also explicitly link with `gdi32`. Other toolchains including MinGW-w64
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include it in the set of default libraries along with other dependencies like
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`user32` and `kernel32`.
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If you are using GLU, you must also link with `glu32`.
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The link library for the GLFW DLL is named `glfw3dll`. When compiling an
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application that uses the DLL version of GLFW, you need to define the @ref
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GLFW_DLL macro _before_ any inclusion of the GLFW header. This can be done
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either with a compiler switch or by defining it in your source code.
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An application 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 `glu32` if it uses GLU.
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@subsection build_link_cmake_source With CMake and GLFW source
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This section is about using CMake to compile and link GLFW along with your
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application. If you want to use an installed binary instead, see @ref
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build_link_cmake_package.
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With a few changes to your `CMakeLists.txt` you can have the GLFW source tree
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built along with your application.
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When including GLFW as part of your build, you probably don't want to build the
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GLFW tests, examples and documentation. To disable these, set the corresponding
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cache variables before adding the GLFW source tree.
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@code
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set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
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set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
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set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
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@endcode
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Then 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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@code{.cmake}
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add_subdirectory(path/to/glfw)
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@endcode
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Once GLFW has been added to the project, link against it with the `glfw` target.
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This adds all link-time dependencies of GLFW as it is currently configured,
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the include directory for the GLFW header and, when applicable, the @ref
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GLFW_DLL macro.
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@code{.cmake}
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target_link_libraries(myapp glfw)
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@endcode
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Note that the dependencies do not include OpenGL or GLU, as GLFW loads any
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OpenGL, OpenGL ES or Vulkan libraries it needs at runtime and does not use GLU.
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If your application calls OpenGL directly, instead of using a modern
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[extension loader library](@ref context_glext_auto) you can find it by requiring
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the OpenGL package.
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@code{.cmake}
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find_package(OpenGL REQUIRED)
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@endcode
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If OpenGL is found, the `OPENGL_FOUND` variable is true and the
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`OPENGL_INCLUDE_DIR` and `OPENGL_gl_LIBRARY` cache variables can be used.
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@code{.cmake}
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target_include_directories(myapp PUBLIC ${OPENGL_INCLUDE_DIR})
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target_link_libraries(myapp ${OPENGL_gl_LIBRARY})
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@endcode
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The OpenGL CMake package also looks for GLU. If GLU is found, the
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`OPENGL_GLU_FOUND` variable is true and the `OPENGL_INCLUDE_DIR` and
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`OPENGL_glu_LIBRARY` cache variables can be used.
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@code{.cmake}
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target_link_libraries(myapp ${OPENGL_glu_LIBRARY})
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@endcode
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@note GLU has been deprecated and should not be used in new code, but some
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legacy code requires it. See the [section on GLU](@ref moving_glu) in the
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transition guide for suggested replacements.
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@subsection build_link_cmake_package With CMake and installed GLFW binaries
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This section is about using CMake to link GLFW after it has been built and
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installed. If you want to build it along with your application instead, see
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@ref build_link_cmake_source.
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With a few changes to your `CMakeLists.txt` you can locate the package and
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target files generated when GLFW is installed.
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@code{.cmake}
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find_package(glfw3 3.3 REQUIRED)
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@endcode
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Once GLFW has been added to the project, link against it with the `glfw` target.
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This adds all link-time dependencies of GLFW as it is currently configured,
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the include directory for the GLFW header and, when applicable, the @ref
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GLFW_DLL macro.
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@code{.cmake}
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target_link_libraries(myapp glfw)
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@endcode
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Note that the dependencies do not include OpenGL or GLU, as GLFW loads any
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OpenGL, OpenGL ES or Vulkan libraries it needs at runtime and does not use GLU.
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If your application calls OpenGL directly, instead of using a modern
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[extension loader library](@ref context_glext_auto) you can find it by requiring
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the OpenGL package.
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@code{.cmake}
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find_package(OpenGL REQUIRED)
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@endcode
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If OpenGL is found, the `OPENGL_FOUND` variable is true and the
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`OPENGL_INCLUDE_DIR` and `OPENGL_gl_LIBRARY` cache variables can be used.
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@code{.cmake}
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target_include_directories(myapp PUBLIC ${OPENGL_INCLUDE_DIR})
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target_link_libraries(myapp ${OPENGL_gl_LIBRARY})
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@endcode
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The OpenGL CMake package also looks for GLU. If GLU is found, the
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`OPENGL_GLU_FOUND` variable is true and the `OPENGL_INCLUDE_DIR` and
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`OPENGL_glu_LIBRARY` cache variables can be used.
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@code{.cmake}
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target_link_libraries(myapp ${OPENGL_glu_LIBRARY})
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@endcode
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@note GLU has been deprecated and should not be used in new code, but some
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legacy code requires it. See the [section on GLU](@ref moving_glu) in the
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transition guide for suggested replacements.
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@subsection build_link_pkgconfig With makefiles and pkg-config on Unix
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GLFW supports [pkg-config](https://www.freedesktop.org/wiki/Software/pkg-config/),
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and the `glfw3.pc` pkg-config file is generated when the GLFW library is built
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and is installed along with it. A pkg-config file describes all necessary
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compile-time and link-time flags and dependencies needed to use a library. When
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they are updated or if they differ between systems, you will get the correct
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ones automatically.
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A typical compile and link command-line when using the static version of the
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GLFW library may look like this:
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@code{.sh}
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cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`
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@endcode
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If you are using the shared version of the GLFW library, omit the `--static`
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flag.
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@code{.sh}
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cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3`
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@endcode
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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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@code{.sh}
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env PKG_CONFIG_PATH=path/to/glfw/src cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3`
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@endcode
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The dependencies do not include OpenGL or GLU, as GLFW loads any OpenGL, OpenGL
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ES or Vulkan libraries it needs at runtime and does not use GLU. On macOS, GLU
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is 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 the
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`glu` pkg-config package.
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@code{.sh}
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cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --libs glfw3 glu`
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@endcode
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@note GLU has been deprecated and should not be used in new code, but some
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legacy code requires it. See the [section on GLU](@ref moving_glu) in the
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transition guide for suggested replacements.
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If you are using the static version of the GLFW library, make sure you don't
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link statically against GLU.
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@code{.sh}
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cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --static --libs glfw3` `pkg-config --libs glu`
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@endcode
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@subsection build_link_xcode With Xcode on macOS
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If you are using the dynamic library version of GLFW, add it to the project
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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. They can
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all be found in `/System/Library/Frameworks`.
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@subsection build_link_osx With command-line on macOS
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It is recommended that you use [pkg-config](@ref build_link_pkgconfig) when
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building from the command line on macOS. That way you will get any new
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dependencies added automatically. If you still wish to build manually, you need
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to add the required frameworks and libraries to your command-line yourself using
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the `-l` and `-framework` switches.
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If you are using the dynamic GLFW library, which is named `libglfw.3.dylib`, do:
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@code{.sh}
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cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo
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@endcode
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If you are using the static library, named `libglfw3.a`, substitute `-lglfw3`
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for `-lglfw`.
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Note that you do not add the `.framework` extension to a framework when linking
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against 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 macOS native version of GLFW.
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*/
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