2015-04-08 18:47:55 +00:00
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@page compile Compiling GLFW
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@tableofcontents
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This is about compiling the GLFW library itself. For information on how to
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build applications that use GLFW, see the @ref build guide.
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@section compile_cmake Using CMake
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GLFW uses [CMake](http://www.cmake.org/) to generate project files or makefiles
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for a particular development environment. If you are on a Unix-like system such
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as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or
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Homebrew, you can simply install its CMake package. If not, you can download
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installers for Windows and OS X from the [CMake website](http://www.cmake.org/).
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@note CMake only generates project files or makefiles. It does not compile the
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actual GLFW library. To compile GLFW, first generate these files and then use
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them in your chosen development environment to compile the actual GLFW library.
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@subsection compile_deps Dependencies
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Once you have installed CMake, make sure that all other dependencies are
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available. On some platforms, GLFW needs a few additional packages to be
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installed. See the section for your chosen platform and development environment
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below.
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@subsubsection compile_deps_msvc Dependencies for Visual C++ on Windows
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The Microsoft Platform SDK that is installed along with Visual C++ already
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contains all the necessary headers, link libraries and tools except for CMake.
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Move on to @ref compile_generate.
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@subsubsection compile_deps_mingw Dependencies for MinGW or MinGW-w64 on Windows
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Both the MinGW and the MinGW-w64 packages already contain all the necessary
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headers, link libraries and tools except for CMake. Move on to @ref
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compile_generate.
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@subsubsection compile_deps_mingw_cross Dependencies for MinGW or MinGW-w64 cross-compilation
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Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For
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example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages
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for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives
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like Ubuntu have the `mingw-w64` package for both.
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GLFW has CMake toolchain files in the `CMake/` directory that allow for easy
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cross-compilation of Windows binaries. To use these files you need to add a
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special parameter when generating the project files or makefiles:
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@code{.sh}
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cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-file> .
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@endcode
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The exact toolchain file to use depends on the prefix used by the MinGW or
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MinGW-w64 binaries on your system. You can usually see this in the /usr
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directory. For example, both the Debian/Ubuntu and Cygwin MinGW-w64 packages
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have `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct
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invocation would be:
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@code{.sh}
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cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake .
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@endcode
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For more details see the article
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[CMake Cross Compiling](http://www.paraview.org/Wiki/CMake_Cross_Compiling) on
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the CMake wiki.
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Once you have this set up, move on to @ref compile_generate.
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@subsubsection compile_deps_xcode Dependencies for Xcode on OS X
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Xcode comes with all necessary tools except for CMake. The required headers
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and libraries are included in the core OS X frameworks. Xcode can be downloaded
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from the Mac App Store or from the ADC Member Center.
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Once you have Xcode installed, move on to @ref compile_generate.
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@subsubsection compile_deps_x11 Dependencies for Linux and X11
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To compile GLFW for X11, you need to have the X11 and OpenGL header packages
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installed, as well as the basic development tools like GCC and make. For
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example, on Ubuntu and other distributions based on Debian GNU/Linux, you need
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to install the `xorg-dev` and `libglu1-mesa-dev` packages. The former pulls in
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all X.org header packages and the latter pulls in the Mesa OpenGL and GLU
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packages. GLFW itself doesn't need or use GLU, but some of the examples do.
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Note that using header files and libraries from Mesa during compilation
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_will not_ tie your binaries to the Mesa implementation of OpenGL.
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Once you have installed the necessary packages, move on to @ref
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compile_generate.
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@subsection compile_generate Generating build files with CMake
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Once you have all necessary dependencies it is time to generate the project
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files or makefiles for your development environment. CMake needs to know two
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paths for this: the path to the _root_ directory of the GLFW source tree (i.e.
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_not_ the `src` subdirectory) and the target path for the generated files and
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compiled binaries. If these are the same, it is called an in-tree build,
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otherwise it is called an out-of-tree build.
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One of several advantages of out-of-tree builds is that you can generate files
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and compile for different development environments using a single source tree.
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@note This section is about generating the project files or makefiles necessary
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to compile the GLFW library, not about compiling the actual library.
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@subsubsection compile_generate_cli Generating files with the CMake command-line tool
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To make an in-tree build, enter the _root_ directory of the GLFW source tree
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(i.e. _not_ the `src` subdirectory) and run CMake. The current directory is
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used as target path, while the path provided as an argument is used to find the
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source tree.
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@code{.sh}
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cd <glfw-root-dir>
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cmake .
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@endcode
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To make an out-of-tree build, make another directory, enter it and run CMake
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with the (relative or absolute) path to the root of the source tree as an
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argument.
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@code{.sh}
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cd <glfw-root-dir>
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mkdir build
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cd build
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cmake ..
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@endcode
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Once you have generated the project files or makefiles for your chosen
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development environment, move on to @ref compile_compile.
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@subsubsection compile_generate_gui Generating files with the CMake GUI
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If you are using the GUI version, choose the root of the GLFW source tree as
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source location and the same directory or another, empty directory as the
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destination for binaries. Choose _Configure_, change any options you wish to,
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_Configure_ again to let the changes take effect and then _Generate_.
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Once you have generated the project files or makefiles for your chosen
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development environment, move on to @ref compile_compile.
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@subsection compile_compile Compiling the library
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You should now have all required dependencies and the project files or makefiles
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necessary to compile GLFW. Go ahead and compile the actual GLFW library with
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these files, as you would with any other project.
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Once the GLFW library is compiled, you are ready to build your applications,
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linking it to the GLFW library. See the @ref build guide for more information.
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@subsection compile_options CMake options
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The CMake files for GLFW provide a number of options, although not all are
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available on all supported platforms. Some of these are de facto standards
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among projects using CMake and so have no `GLFW_` prefix.
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If you are using the GUI version of CMake, these are listed and can be changed
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from there. If you are using the command-line version, use the `ccmake` tool.
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Some package systems like Ubuntu and other distributions based on Debian
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GNU/Linux have this tool in a separate `cmake-curses-gui` package.
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@subsubsection compile_options_shared Shared CMake options
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`BUILD_SHARED_LIBS` determines whether GLFW is built as a static
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library or as a DLL / shared library / dynamic library.
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`LIB_SUFFIX` affects where the GLFW shared /dynamic library is installed. If it
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is empty, it is installed to `${CMAKE_INSTALL_PREFIX}/lib`. If it is set to
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`64`, it is installed to `${CMAKE_INSTALL_PREFIX}/lib64`.
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`GLFW_CLIENT_LIBRARY` determines which client API library to use. If set to
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`opengl` the OpenGL library is used, if set to `glesv1` for the OpenGL ES 1.x
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library is used, or if set to `glesv2` the OpenGL ES 2.0 library is used. The
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selected library and its header files must be present on the system for this to
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work.
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`GLFW_BUILD_EXAMPLES` determines whether the GLFW examples are built
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along with the library.
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`GLFW_BUILD_TESTS` determines whether the GLFW test programs are
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built along with the library.
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`GLFW_BUILD_DOCS` determines whether the GLFW documentation is built along with
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the library.
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@subsubsection compile_options_osx OS X specific CMake options
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`GLFW_USE_CHDIR` determines whether `glfwInit` changes the current
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directory of bundled applications to the `Contents/Resources` directory.
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`GLFW_USE_MENUBAR` determines whether the first call to
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`glfwCreateWindow` sets up a minimal menu bar.
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`GLFW_USE_RETINA` determines whether windows will use the full resolution of
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Retina displays.
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`GLFW_BUILD_UNIVERSAL` determines whether to build Universal Binaries.
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@subsubsection compile_options_win32 Windows specific CMake options
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`USE_MSVC_RUNTIME_LIBRARY_DLL` determines whether to use the DLL version or the
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static library version of the Visual C++ runtime library. If set to `ON`, the
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DLL version of the Visual C++ library is used. It is recommended to set this to
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`ON`, as this keeps the executable smaller and benefits from security and bug
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fix updates of the Visual C++ runtime.
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`GLFW_USE_DWM_SWAP_INTERVAL` determines whether the swap interval is set even
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when DWM compositing is enabled. If this is `ON`, the swap interval is set even
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if DWM is enabled. It is recommended to set this to `OFF`, as doing otherwise
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can lead to severe jitter.
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`GLFW_USE_OPTIMUS_HPG` determines whether to export the `NvOptimusEnablement`
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symbol, which forces the use of the high-performance GPU on Nvidia Optimus
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systems. This symbol needs to be exported by the EXE to be detected by the
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driver, so the override will not work if GLFW is built as a DLL. See _Enabling
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High Performance Graphics Rendering on Optimus Systems_ for more details.
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@subsubsection compile_options_egl EGL specific CMake options
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`GLFW_USE_EGL` determines whether to use EGL instead of the platform-specific
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context creation API. Note that EGL is not yet provided on all supported
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platforms.
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@section compile_manual Compiling GLFW manually
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If you wish to compile GLFW without its CMake build environment then you will
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have to do at least some of the platform detection yourself. GLFW needs
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a number of configuration macros to be defined in order to know what it's being
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compiled for and has many optional, platform-specific ones for various features.
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When building with CMake, the `glfw_config.h` configuration header is generated
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based on the current platform and CMake options. The GLFW CMake environment
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defines `_GLFW_USE_CONFIG_H`, which causes this header to be included by
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`internal.h`. Without this macro, GLFW will expect the necessary configuration
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macros to be defined on the command-line.
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Three macros _must_ be defined when compiling GLFW: one selecting the window
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creation API, one selecting the context creation API and one client library.
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Exactly one of each kind must be defined for GLFW to compile and link.
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The window creation API is used to create windows, handle input, monitors, gamma
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ramps and clipboard. The options are:
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- `_GLFW_COCOA` to use the Cocoa frameworks
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- `_GLFW_WIN32` to use the Win32 API
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- `_GLFW_X11` to use the X Window System
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- `_GLFW_WAYLAND` to use the Wayland API (experimental and incomplete)
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- `_GLFW_MIR` to use the Mir API (experimental and incomplete)
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The context creation API is used to enumerate pixel formats / framebuffer
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configurations and to create contexts. The options are:
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- `_GLFW_NSGL` to use the Cocoa OpenGL framework
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- `_GLFW_WGL` to use the Win32 WGL API
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- `_GLFW_GLX` to use the X11 GLX API
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- `_GLFW_EGL` to use the EGL API
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Wayland and Mir both require the EGL backend.
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The client library is the one providing the OpenGL or OpenGL ES API, which is
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used by GLFW to probe the created context. This is not the same thing as the
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client API, as many desktop OpenGL client libraries now expose the OpenGL ES API
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through extensions. The options are:
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- `_GLFW_USE_OPENGL` for the desktop OpenGL (opengl32.dll, libGL.so or
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OpenGL.framework)
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- `_GLFW_USE_GLESV1` for OpenGL ES 1.x (experimental)
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- `_GLFW_USE_GLESV2` for OpenGL ES 2.x (experimental)
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Note that `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` may only be used with EGL,
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as the other context creation APIs do not interface with OpenGL ES client
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libraries.
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If you are building GLFW as a shared library / dynamic library / DLL then you
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must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it.
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If you are using the X11 window creation API then you _must_ also select an entry
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point retrieval mechanism.
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- `_GLFW_HAS_GLXGETPROCADDRESS` to use `glXGetProcAddress` (recommended)
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- `_GLFW_HAS_GLXGETPROCADDRESSARB` to use `glXGetProcAddressARB` (legacy)
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- `_GLFW_HAS_GLXGETPROCADDRESSEXT` to use `glXGetProcAddressEXT` (legacy)
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- `_GLFW_HAS_DLOPEN` to do manual retrieval with `dlopen` (fallback)
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2016-02-22 17:44:29 +00:00
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In addition, support for the following X11 extensions can be enabled:
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- `_GLFW_HAS_XINPUT` to use XInput2 for high-resolution cursor motion
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(recommended)
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2015-04-08 18:47:55 +00:00
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If you are using the Cocoa window creation API, the following options are
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available:
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- `_GLFW_USE_CHDIR` to `chdir` to the `Resources` subdirectory of the
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application bundle during @ref glfwInit (recommended)
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- `_GLFW_USE_MENUBAR` to create and populate the menu bar when the first window
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is created (recommended)
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- `_GLFW_USE_RETINA` to have windows use the full resolution of Retina displays
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(recommended)
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2016-02-22 17:44:29 +00:00
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@note None of the @ref build_macros may be defined during the compilation of
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GLFW. If you define any of these in your build files, make sure they are not
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applied to the GLFW sources.
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2015-04-08 18:47:55 +00:00
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*/
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