| /*! |
| |
| @page build Building programs that use GLFW |
| |
| @tableofcontents |
| |
| This is about compiling and linking programs that use GLFW. For information on |
| how to write such programs, start with the [introductory tutorial](@ref quick). |
| For information on how to compile the GLFW library itself, see the @ref compile |
| guide. |
| |
| |
| @section build_include Including the GLFW header file |
| |
| In the files of your program where you use OpenGL or GLFW, you should include |
| the GLFW 3 header file, i.e.: |
| |
| @code |
| #include <GLFW/glfw3.h> |
| @endcode |
| |
| This defines all the constants, types and function prototypes of the GLFW API. |
| It also includes the chosen client API header files (by default OpenGL), and |
| defines all the constants and types necessary for those headers to work on that |
| platform. |
| |
| For example, under Windows you are normally required to include `windows.h` |
| before including `GL/gl.h`. This would make your source file tied to Windows |
| and pollute your code's namespace with the whole Win32 API. |
| |
| Instead, the GLFW header takes care of this for you, not by including |
| `windows.h`, but rather by itself duplicating only the necessary parts of it. |
| It does this only where needed, so if `windows.h` *is* included, the GLFW header |
| does not try to redefine those symbols. |
| |
| In other words: |
| |
| - Do *not* include the OpenGL headers yourself, as GLFW does this for you |
| - Do *not* include `windows.h` or other platform-specific headers unless you |
| plan on using those APIs directly |
| - If you *do* need to include such headers, do it *before* including |
| the GLFW one and it will detect this |
| |
| If you are using an OpenGL extension loading library such as |
| [GLEW](http://glew.sourceforge.net/), the GLEW header should also be included |
| *before* the GLFW one. The GLEW header defines macros that disable any OpenGL |
| header that the GLFW header includes and GLEW will work as expected. |
| |
| |
| @subsection build_macros GLFW header option macros |
| |
| These macros may be defined before the inclusion of the GLFW header and affect |
| the behavior of the header. Note that GLFW does not provide any of the OpenGL |
| or OpenGL ES headers mentioned below. These are provided by your development |
| environment or your OpenGL or OpenGL ES SDK. |
| |
| `GLFW_INCLUDE_GLCOREARB` makes the header include the modern `GL/glcorearb.h` |
| header (`OpenGL/gl3.h` on OS X) instead of the regular OpenGL header. |
| |
| `GLFW_INCLUDE_ES1` makes the header include the OpenGL ES 1.x `GLES/gl.h` header |
| instead of the regular OpenGL header. |
| |
| `GLFW_INCLUDE_ES2` makes the header include the OpenGL ES 2.0 `GLES2/gl2.h` |
| header instead of the regular OpenGL header. |
| |
| `GLFW_INCLUDE_ES3` makes the header include the OpenGL ES 3.0 `GLES3/gl3.h` |
| header instead of the regular OpenGL header. |
| |
| `GLFW_INCLUDE_NONE` makes the header not include any client API header. |
| |
| `GLFW_INCLUDE_GLU` makes the header include the GLU header *in addition to* the |
| OpenGL header. This should only be used with the default `GL/gl.h` header |
| (`OpenGL/gl.h` on OS X), i.e. if you are not using any of the above macros. |
| |
| `GLFW_DLL` is necessary when using the GLFW DLL on Windows, in order to explain |
| to the compiler that the GLFW functions will be coming from another executable. |
| It has no function on other platforms. |
| |
| |
| @section build_link Link with the right libraries |
| |
| @subsection build_link_win32 With MinGW or Visual C++ on Windows |
| |
| The static version of the GLFW library is named `glfw3`. When using this |
| version, it is also necessary to link with some libraries that GLFW uses. |
| |
| When linking a program under Windows that uses the static version of GLFW, you |
| must link with `opengl32`. On some versions of MinGW, you must also explicitly |
| link with `gdi32`, while other versions of MinGW include it in the set of |
| default libraries along with other dependencies like `user32` and `kernel32`. |
| If you are using GLU, you must also link with `glu32`. |
| |
| The link library for the GLFW DLL is named `glfw3dll`. When compiling a program |
| that uses the DLL version of GLFW, you need to define the `GLFW_DLL` macro |
| *before* any inclusion of the GLFW header. This can be done either with |
| a compiler switch or by defining it in your source code. |
| |
| A program using the GLFW DLL does not need to link against any of its |
| dependencies, but you still have to link against `opengl32` if your program uses |
| OpenGL and `glu32` if it uses GLU. |
| |
| |
| @subsection build_link_cmake_source With CMake and GLFW source |
| |
| You can use the GLFW source tree directly from a project that uses CMake. This |
| way, GLFW will be built along with your application as needed. |
| |
| Firstly, add the root directory of the GLFW source tree to your project. This |
| will add the `glfw` target and the necessary cache variables to your project. |
| |
| add_subdirectory(path/to/glfw) |
| |
| To be able to include the GLFW header from your code, you need to tell the |
| compiler where to find it. |
| |
| include_directories(path/to/glfw/include) |
| |
| Once GLFW has been added to the project, the `GLFW_LIBRARIES` cache variable |
| contains all link-time dependencies of GLFW as it is currently configured. To |
| link against GLFW, link against them and the `glfw` target. |
| |
| target_link_libraries(myapp glfw ${GLFW_LIBRARIES}) |
| |
| Note that `GLFW_LIBRARIES` does not include GLU, as GLFW does not use it. If |
| your application needs GLU, you can add it to the list of dependencies with the |
| `OPENGL_glu_LIBRARY` cache variable, which is implicitly created when the GLFW |
| CMake files look for OpenGL. |
| |
| target_link_libraries(myapp glfw ${OPENGL_glu_LIBRARY} ${GLFW_LIBRARIES}) |
| |
| |
| @subsection build_link_cmake_pkgconfig With CMake on Unix and installed GLFW binaries |
| |
| CMake can import settings from pkg-config, which GLFW supports. When you |
| installed GLFW, the pkg-config file `glfw3.pc` was installed along with it. |
| |
| First you need to find the PkgConfig package. If this fails, you may need to |
| install the pkg-config package for your distribution. |
| |
| find_package(PkgConfig REQUIRED) |
| |
| This creates the CMake commands to find pkg-config packages. Then you need to |
| find the GLFW package. |
| |
| pkg_search_module(GLFW REQUIRED glfw3) |
| |
| This creates the CMake variables you need to use GLFW. To be able to include |
| the GLFW header, you need to tell your compiler where it is. |
| |
| include_directories(${GLFW_INCLUDE_DIRS}) |
| |
| You also need to link against the correct libraries. If you are using the |
| shared library version of GLFW, use the `GLFW_LIBRARIES` variable. |
| |
| target_link_libraries(simple ${GLFW_LIBRARIES}) |
| |
| |
| If you are using the static library version of GLFW, use the |
| `GLFW_STATIC_LIBRARIES` variable instead. |
| |
| target_link_libraries(simple ${GLFW_STATIC_LIBRARIES}) |
| |
| |
| @subsection build_link_pkgconfig With pkg-config on OS X or other Unix |
| |
| GLFW supports [pkg-config](http://www.freedesktop.org/wiki/Software/pkg-config/), |
| and the `glfw3.pc` file is generated when the GLFW library is built and installed |
| along with it. |
| |
| A typical compile and link command-line when using the static may look like this: |
| |
| cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3` |
| |
| If you are using the shared library, simply omit the `--static` flag. |
| |
| cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3` |
| |
| You can also use the `glfw3.pc` file without installing it first, by using the |
| `PKG_CONFIG_PATH` environment variable. |
| |
| env PKG_CONFIG_PATH=path/to/glfw/src cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3` |
| |
| The dependencies do not include GLU, as GLFW does not need it. On OS X, GLU is |
| built into the OpenGL framework, so if you need GLU you don't need to do |
| anything extra. If you need GLU and are using Linux or BSD, you should add |
| `-lGLU` to your link flags. |
| |
| See the manpage and other documentation for pkg-config and your compiler and |
| linker for more information on how to link programs. |
| |
| |
| @subsection build_link_xcode With Xcode on OS X |
| |
| If you are using the dynamic library version of GLFW, simply add it to the |
| project dependencies. |
| |
| If you are using the static library version of GLFW, add it and the Cocoa, |
| OpenGL, IOKit and CoreVideo frameworks to the project as dependencies. |
| |
| |
| @subsection build_link_osx With command-line on OS X |
| |
| If you do not wish to use pkg-config, you need to add the required frameworks |
| and libraries to your command-line using the `-l` and `-framework` switches, |
| i.e.: |
| |
| cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo |
| |
| Note that you do not add the `.framework` extension to a framework when adding |
| it from the command-line. |
| |
| The OpenGL framework contains both the OpenGL and GLU APIs, so there is nothing |
| special to do when using GLU. Also note that even though your machine may have |
| `libGL`-style OpenGL libraries, they are for use with the X Window System and |
| will *not* work with the OS X native version of GLFW. |
| |
| */ |