mirror of
https://github.com/glfw/glfw.git
synced 2024-11-14 14:33:52 +00:00
f4c127f75a
This is required for RHEL 5, CentOS 5 and Cygwin-X. Fixes #314.
321 lines
13 KiB
Plaintext
321 lines
13 KiB
Plaintext
/*!
|
|
|
|
@page compile Compiling GLFW
|
|
|
|
@tableofcontents
|
|
|
|
This is about compiling the GLFW library itself. For information on how to
|
|
build applications that use GLFW, see the @ref build guide.
|
|
|
|
|
|
@section compile_cmake Using CMake
|
|
|
|
GLFW uses [CMake](http://www.cmake.org/) to generate project files or makefiles
|
|
for a particular development environment. If you are on a Unix-like system such
|
|
as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or
|
|
Homebrew, you can simply install its CMake package. If not, you can download
|
|
installers for Windows and OS X from the [CMake website](http://www.cmake.org/).
|
|
|
|
@note CMake only generates project files or makefiles. It does not compile the
|
|
actual GLFW library. To compile GLFW, first generate these files and then use
|
|
them in your chosen development environment to compile the actual GLFW library.
|
|
|
|
|
|
@subsection compile_deps Dependencies
|
|
|
|
Once you have installed CMake, make sure that all other dependencies are
|
|
available. On some platforms, GLFW needs a few additional packages to be
|
|
installed. See the section for your chosen platform and development environment
|
|
below.
|
|
|
|
|
|
@subsubsection compile_deps_msvc Dependencies for Visual C++ on Windows
|
|
|
|
The Microsoft Platform SDK that is installed along with Visual C++ already
|
|
contains all the necessary headers, link libraries and tools except for CMake.
|
|
Move on to @ref compile_generate.
|
|
|
|
|
|
@subsubsection compile_deps_mingw Dependencies for MinGW or MinGW-w64 on Windows
|
|
|
|
Both the MinGW and the MinGW-w64 packages already contain all the necessary
|
|
headers, link libraries and tools except for CMake. Move on to @ref
|
|
compile_generate.
|
|
|
|
|
|
@subsubsection compile_deps_mingw_cross Dependencies for MinGW or MinGW-w64 cross-compilation
|
|
|
|
Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For
|
|
example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages
|
|
for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives
|
|
like Ubuntu have the `mingw-w64` package for both.
|
|
|
|
GLFW has CMake toolchain files in the `CMake/` directory that allow for easy
|
|
cross-compilation of Windows binaries. To use these files you need to add a
|
|
special parameter when generating the project files or makefiles:
|
|
|
|
@code{.sh}
|
|
cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-file> .
|
|
@endcode
|
|
|
|
The exact toolchain file to use depends on the prefix used by the MinGW or
|
|
MinGW-w64 binaries on your system. You can usually see this in the /usr
|
|
directory. For example, both the Debian/Ubuntu and Cygwin MinGW-w64 packages
|
|
have `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct
|
|
invocation would be:
|
|
|
|
@code{.sh}
|
|
cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake .
|
|
@endcode
|
|
|
|
For more details see the article
|
|
[CMake Cross Compiling](http://www.paraview.org/Wiki/CMake_Cross_Compiling) on
|
|
the CMake wiki.
|
|
|
|
Once you have this set up, move on to @ref compile_generate.
|
|
|
|
|
|
@subsubsection compile_deps_xcode Dependencies for Xcode on OS X
|
|
|
|
Xcode comes with all necessary tools except for CMake. The required headers
|
|
and libraries are included in the core OS X frameworks. Xcode can be downloaded
|
|
from the Mac App Store or from the ADC Member Center.
|
|
|
|
Once you have Xcode installed, move on to @ref compile_generate.
|
|
|
|
|
|
@subsubsection compile_deps_x11 Dependencies for Linux and X11
|
|
|
|
To compile GLFW for X11, you need to have the X11 and OpenGL header packages
|
|
installed, as well as the basic development tools like GCC and make. For
|
|
example, on Ubuntu and other distributions based on Debian GNU/Linux, you need
|
|
to install the `xorg-dev` and `libglu1-mesa-dev` packages. The former pulls in
|
|
all X.org header packages and the latter pulls in the Mesa OpenGL and GLU
|
|
packages. GLFW itself doesn't need or use GLU, but some of the examples do.
|
|
Note that using header files and libraries from Mesa during compilation
|
|
_will not_ tie your binaries to the Mesa implementation of OpenGL.
|
|
|
|
Once you have installed the necessary packages, move on to @ref
|
|
compile_generate.
|
|
|
|
|
|
@subsection compile_generate Generating build files with CMake
|
|
|
|
Once you have all necessary dependencies it is time to generate the project
|
|
files or makefiles for your development environment. CMake needs to know two
|
|
paths for this: the path to the _root_ directory of the GLFW source tree (i.e.
|
|
_not_ the `src` subdirectory) and the target path for the generated files and
|
|
compiled binaries. If these are the same, it is called an in-tree build,
|
|
otherwise it is called an out-of-tree build.
|
|
|
|
One of several advantages of out-of-tree builds is that you can generate files
|
|
and compile for different development environments using a single source tree.
|
|
|
|
@note This section is about generating the project files or makefiles necessary
|
|
to compile the GLFW library, not about compiling the actual library.
|
|
|
|
|
|
@subsubsection compile_generate_cli Generating files with the CMake command-line tool
|
|
|
|
To make an in-tree build, enter the _root_ directory of the GLFW source tree
|
|
(i.e. _not_ the `src` subdirectory) and run CMake. The current directory is
|
|
used as target path, while the path provided as an argument is used to find the
|
|
source tree.
|
|
|
|
@code{.sh}
|
|
cd <glfw-root-dir>
|
|
cmake .
|
|
@endcode
|
|
|
|
To make an out-of-tree build, make another directory, enter it and run CMake
|
|
with the (relative or absolute) path to the root of the source tree as an
|
|
argument.
|
|
|
|
@code{.sh}
|
|
cd <glfw-root-dir>
|
|
mkdir build
|
|
cd build
|
|
cmake ..
|
|
@endcode
|
|
|
|
Once you have generated the project files or makefiles for your chosen
|
|
development environment, move on to @ref compile_compile.
|
|
|
|
|
|
@subsubsection compile_generate_gui Generating files with the CMake GUI
|
|
|
|
If you are using the GUI version, choose the root of the GLFW source tree as
|
|
source location and the same directory or another, empty directory as the
|
|
destination for binaries. Choose _Configure_, change any options you wish to,
|
|
_Configure_ again to let the changes take effect and then _Generate_.
|
|
|
|
Once you have generated the project files or makefiles for your chosen
|
|
development environment, move on to @ref compile_compile.
|
|
|
|
|
|
@subsection compile_compile Compiling the library
|
|
|
|
You should now have all required dependencies and the project files or makefiles
|
|
necessary to compile GLFW. Go ahead and compile the actual GLFW library with
|
|
these files, as you would with any other project.
|
|
|
|
Once the GLFW library is compiled, you are ready to build your applications,
|
|
linking it to the GLFW library. See the @ref build guide for more information.
|
|
|
|
|
|
@subsection compile_options CMake options
|
|
|
|
The CMake files for GLFW provide a number of options, although not all are
|
|
available on all supported platforms. Some of these are de facto standards
|
|
among projects using CMake and so have no `GLFW_` prefix.
|
|
|
|
If you are using the GUI version of CMake, these are listed and can be changed
|
|
from there. If you are using the command-line version, use the `ccmake` tool.
|
|
Some package systems like Ubuntu and other distributions based on Debian
|
|
GNU/Linux have this tool in a separate `cmake-curses-gui` package.
|
|
|
|
|
|
@subsubsection compile_options_shared Shared CMake options
|
|
|
|
`BUILD_SHARED_LIBS` determines whether GLFW is built as a static
|
|
library or as a DLL / shared library / dynamic library.
|
|
|
|
`LIB_SUFFIX` affects where the GLFW shared /dynamic library is installed. If it
|
|
is empty, it is installed to `${CMAKE_INSTALL_PREFIX}/lib`. If it is set to
|
|
`64`, it is installed to `${CMAKE_INSTALL_PREFIX}/lib64`.
|
|
|
|
`GLFW_CLIENT_LIBRARY` determines which client API library to use. If set to
|
|
`opengl` the OpenGL library is used, if set to `glesv1` for the OpenGL ES 1.x
|
|
library is used, or if set to `glesv2` the OpenGL ES 2.0 library is used. The
|
|
selected library and its header files must be present on the system for this to
|
|
work.
|
|
|
|
`GLFW_BUILD_EXAMPLES` determines whether the GLFW examples are built
|
|
along with the library.
|
|
|
|
`GLFW_BUILD_TESTS` determines whether the GLFW test programs are
|
|
built along with the library.
|
|
|
|
`GLFW_BUILD_DOCS` determines whether the GLFW documentation is built along with
|
|
the library.
|
|
|
|
|
|
@subsubsection compile_options_osx OS X specific CMake options
|
|
|
|
`GLFW_USE_CHDIR` determines whether `glfwInit` changes the current
|
|
directory of bundled applications to the `Contents/Resources` directory.
|
|
|
|
`GLFW_USE_MENUBAR` determines whether the first call to
|
|
`glfwCreateWindow` sets up a minimal menu bar.
|
|
|
|
`GLFW_USE_RETINA` determines whether windows will use the full resolution of
|
|
Retina displays.
|
|
|
|
`GLFW_BUILD_UNIVERSAL` determines whether to build Universal Binaries.
|
|
|
|
|
|
@subsubsection compile_options_win32 Windows specific CMake options
|
|
|
|
`USE_MSVC_RUNTIME_LIBRARY_DLL` determines whether to use the DLL version or the
|
|
static library version of the Visual C++ runtime library. If set to `ON`, the
|
|
DLL version of the Visual C++ library is used. It is recommended to set this to
|
|
`ON`, as this keeps the executable smaller and benefits from security and bug
|
|
fix updates of the Visual C++ runtime.
|
|
|
|
`GLFW_USE_DWM_SWAP_INTERVAL` determines whether the swap interval is set even
|
|
when DWM compositing is enabled. If this is `ON`, the swap interval is set even
|
|
if DWM is enabled. It is recommended to set this to `OFF`, as doing otherwise
|
|
can lead to severe jitter.
|
|
|
|
`GLFW_USE_OPTIMUS_HPG` determines whether to export the `NvOptimusEnablement`
|
|
symbol, which forces the use of the high-performance GPU on Nvidia Optimus
|
|
systems. This symbol needs to be exported by the EXE to be detected by the
|
|
driver, so the override will not work if GLFW is built as a DLL. See _Enabling
|
|
High Performance Graphics Rendering on Optimus Systems_ for more details.
|
|
|
|
|
|
@subsubsection compile_options_egl EGL specific CMake options
|
|
|
|
`GLFW_USE_EGL` determines whether to use EGL instead of the platform-specific
|
|
context creation API. Note that EGL is not yet provided on all supported
|
|
platforms.
|
|
|
|
|
|
@section compile_manual Compiling GLFW manually
|
|
|
|
If you wish to compile GLFW without its CMake build environment then you will
|
|
have to do at least some of the platform detection yourself. GLFW needs
|
|
a number of configuration macros to be defined in order to know what it's being
|
|
compiled for and has many optional, platform-specific ones for various features.
|
|
|
|
When building with CMake, the `glfw_config.h` configuration header is generated
|
|
based on the current platform and CMake options. The GLFW CMake environment
|
|
defines `_GLFW_USE_CONFIG_H`, which causes this header to be included by
|
|
`internal.h`. Without this macro, GLFW will expect the necessary configuration
|
|
macros to be defined on the command-line.
|
|
|
|
Three macros _must_ be defined when compiling GLFW: one selecting the window
|
|
creation API, one selecting the context creation API and one client library.
|
|
Exactly one of each kind must be defined for GLFW to compile and link.
|
|
|
|
The window creation API is used to create windows, handle input, monitors, gamma
|
|
ramps and clipboard. The options are:
|
|
|
|
- `_GLFW_COCOA` to use the Cocoa frameworks
|
|
- `_GLFW_WIN32` to use the Win32 API
|
|
- `_GLFW_X11` to use the X Window System
|
|
- `_GLFW_WAYLAND` to use the Wayland API (experimental and incomplete)
|
|
- `_GLFW_MIR` to use the Mir API (experimental and incomplete)
|
|
|
|
The context creation API is used to enumerate pixel formats / framebuffer
|
|
configurations and to create contexts. The options are:
|
|
|
|
- `_GLFW_NSGL` to use the Cocoa OpenGL framework
|
|
- `_GLFW_WGL` to use the Win32 WGL API
|
|
- `_GLFW_GLX` to use the X11 GLX API
|
|
- `_GLFW_EGL` to use the EGL API
|
|
|
|
Wayland and Mir both require the EGL backend.
|
|
|
|
The client library is the one providing the OpenGL or OpenGL ES API, which is
|
|
used by GLFW to probe the created context. This is not the same thing as the
|
|
client API, as many desktop OpenGL client libraries now expose the OpenGL ES API
|
|
through extensions. The options are:
|
|
|
|
- `_GLFW_USE_OPENGL` for the desktop OpenGL (opengl32.dll, libGL.so or
|
|
OpenGL.framework)
|
|
- `_GLFW_USE_GLESV1` for OpenGL ES 1.x (experimental)
|
|
- `_GLFW_USE_GLESV2` for OpenGL ES 2.x (experimental)
|
|
|
|
Note that `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` may only be used with EGL,
|
|
as the other context creation APIs do not interface with OpenGL ES client
|
|
libraries.
|
|
|
|
If you are building GLFW as a shared library / dynamic library / DLL then you
|
|
must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it.
|
|
|
|
If you are using the X11 window creation API then you _must_ also select an entry
|
|
point retrieval mechanism.
|
|
|
|
- `_GLFW_HAS_GLXGETPROCADDRESS` to use `glXGetProcAddress` (recommended)
|
|
- `_GLFW_HAS_GLXGETPROCADDRESSARB` to use `glXGetProcAddressARB` (legacy)
|
|
- `_GLFW_HAS_GLXGETPROCADDRESSEXT` to use `glXGetProcAddressEXT` (legacy)
|
|
- `_GLFW_HAS_DLOPEN` to do manual retrieval with `dlopen` (fallback)
|
|
|
|
In addition, support for the following X11 extensions can be enabled:
|
|
|
|
- `_GLFW_HAS_XINPUT` to use XInput2 for high-resolution cursor motion
|
|
(recommended)
|
|
|
|
If you are using the Cocoa window creation API, the following options are
|
|
available:
|
|
|
|
- `_GLFW_USE_CHDIR` to `chdir` to the `Resources` subdirectory of the
|
|
application bundle during @ref glfwInit (recommended)
|
|
- `_GLFW_USE_MENUBAR` to create and populate the menu bar when the first window
|
|
is created (recommended)
|
|
- `_GLFW_USE_RETINA` to have windows use the full resolution of Retina displays
|
|
(recommended)
|
|
|
|
*/
|