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213 lines
8.3 KiB
213 lines
8.3 KiB
/*! |
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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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For information on how to build the GLFW library itself, see the |
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[Building GLFW](https://github.com/glfw/glfw#building-glfw) 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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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 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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