GLFW_INCLUDE_VULKAN makes the GLFW header include the Vulkan vulkan/vulkan.h header in addition to any selected OpenGL or OpenGL ES header. Any number of these may be defined simultaneously, and/or together with one of the above macros. The following macros control the inclusion of additional API headers. If none of the above inclusion macros are defined, the standard OpenGL GL/gl.h header ( OpenGL/gl.h on macOS) is included, unless GLFW detects the inclusion guards of any OpenGL, OpenGL ES or extension loader header it knows about. This is useful in combination with an extension loading library. GLFW_INCLUDE_NONE makes the GLFW header not include any OpenGL or OpenGL ES API header. GLFW_INCLUDE_ES32 makes the GLFW header include the OpenGL ES 3.2 GLES3/gl32.h header instead of the regular OpenGL header. GLFW_INCLUDE_ES31 makes the GLFW header include the OpenGL ES 3.1 GLES3/gl31.h header instead of the regular OpenGL header. GLFW_INCLUDE_ES3 makes the GLFW header include the OpenGL ES 3.0 GLES3/gl3.h header instead of the regular OpenGL header. GLFW_INCLUDE_ES2 makes the GLFW header include the OpenGL ES 2.0 GLES2/gl2.h header instead of the regular OpenGL header. GLFW_INCLUDE_ES1 makes the GLFW header include the OpenGL ES 1.x GLES/gl.h header instead of the regular OpenGL header. GLFW_INCLUDE_GLCOREARB makes the GLFW header include the modern GL/glcorearb.h header ( OpenGL/gl3.h on macOS) instead of the regular OpenGL header. They are provided by your development environment or your OpenGL, OpenGL ES or Vulkan SDK, and most of them can be downloaded from the Khronos Registry. Note GLFW does not provide any of the API headers mentioned below. Only one of these may be defined at a time. The following macros control which OpenGL or OpenGL ES API header is included. GLFW_DLL is required on Windows when using the GLFW DLL, to tell the compiler that the GLFW functions are defined in a DLL. These macros may be defined before the inclusion of the GLFW header and affect its behavior. Most extension loaders also define macros that disable similar headers below it. GLFW attempts to detect any OpenGL or OpenGL ES header or extension loader header included before it and will then disable the inclusion of the default OpenGL header. If you are using an OpenGL extension loading library such as glad, the extension loader header should be included before the GLFW one. If you do need such headers, include them before the GLFW header.Do not include window system headers unless you will use those APIs directly.Use the GLFW header to include OpenGL or OpenGL ES headers portably.windows.h cannot cope if any Win32 symbols have already been defined. It does this only when needed, so if window system headers are included, the GLFW header does not try to redefine those symbols. The GLFW header also defines any platform-specific macros needed by your OpenGL header, so that it can be included without needing any window system headers. See option macros below for how to select OpenGL ES headers and more. By default it also includes the OpenGL header from your development environment. This header defines all the constants and declares all the types and function prototypes of the GLFW API.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |