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This fixes spelling, grammar and punctuation issues, missing words and stray words across the documentation. A confusing sentence was removed from the tutorial. Closes #2085
339 lines
13 KiB
Plaintext
339 lines
13 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 defines all the constants and declares all the types and function
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prototypes of the GLFW API. By default, it also includes the OpenGL header from
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your development environment. See [option macros](@ref build_macros) below for
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how to select OpenGL ES headers and more.
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The GLFW header also defines any platform-specific macros needed by your OpenGL
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header, so that it can be included without needing any window system headers.
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It does this only when needed, so if window system headers are included, the
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GLFW header does not try to redefine those symbols. The reverse is not true,
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i.e. `windows.h` cannot cope if any Win32 symbols have already been defined.
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In other words:
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- Use the GLFW header to include OpenGL or OpenGL ES headers portably
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- Do not include window system headers unless you will use those APIs directly
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- If you do need such headers, include them before the GLFW header
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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. GLFW attempts to detect any OpenGL or OpenGL
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ES header or extension loader header included before it and will then disable
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the inclusion of the default OpenGL header. Most extension loaders also define
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macros that disable similar headers below it.
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@code
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#include <glad/gl.h>
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#include <GLFW/glfw3.h>
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@endcode
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Both of these mechanisms depend on the extension loader header defining a known
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macro. If yours doesn't or you don't know which one your users will pick, the
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@ref GLFW_INCLUDE_NONE macro will explicitly prevent the GLFW header from
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including the OpenGL header. This will also allow you to include the two
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headers in any order.
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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/gl.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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@note GLFW does not provide any of the API headers mentioned below. They are
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provided by your development environment or your OpenGL, OpenGL ES or Vulkan
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SDK, and most of them can be downloaded from the
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[Khronos Registry](https://www.khronos.org/registry/).
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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_ES32__ 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, unless GLFW detects the inclusion
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guards of any OpenGL, OpenGL ES or extension loader header it knows about.
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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 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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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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@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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Add the root directory of the GLFW source tree to your project. This will add
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the `glfw` target 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, link your application against the `glfw` target.
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This adds the GLFW library and its link-time dependencies as it is currently
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configured, the include directory for the GLFW header and, when applicable, the
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@ref 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 `glfw` target does not depend on OpenGL, as GLFW loads any OpenGL,
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OpenGL ES or Vulkan libraries it needs at runtime. If your application calls
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OpenGL directly, instead of using a modern
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[extension loader library](@ref context_glext_auto), use the OpenGL CMake
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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::GL` target is added to your project, containing
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library and include directory paths. Link against this like any other library.
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@code{.cmake}
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target_link_libraries(myapp OpenGL::GL)
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@endcode
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For a minimal example of a program and GLFW sources built with CMake, see the
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[GLFW CMake Starter](https://github.com/juliettef/GLFW-CMake-starter) on GitHub.
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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 3.4 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 the GLFW library and its link-time dependencies, the include directory
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for the GLFW header and, when applicable, the @ref 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 `glfw` target does not depend on OpenGL, as GLFW loads any OpenGL,
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OpenGL ES or Vulkan libraries it needs at runtime. If your application calls
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OpenGL directly, instead of using a modern
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[extension loader library](@ref context_glext_auto), use the OpenGL CMake
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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::GL` target is added to your project, containing
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library and include directory paths. Link against this like any other library.
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@code{.cmake}
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target_link_libraries(myapp OpenGL::GL)
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@endcode
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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, as GLFW loads any OpenGL, OpenGL ES or
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Vulkan libraries it needs at runtime. If your application calls OpenGL
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directly, instead of using a modern
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[extension loader library](@ref context_glext_auto), you should add the `gl`
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pkg-config package.
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@code{.sh}
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cc $(pkg-config --cflags glfw3 gl) -o myprog myprog.c $(pkg-config --libs glfw3 gl)
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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 and IOKit frameworks to the project as dependencies. They can all be
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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
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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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@note Your machine may have `libGL.*.dylib` style OpenGL library, but that is
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for the X Window System and will not work with the macOS native version of GLFW.
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*/
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