C++ OS X 和 Linux 的 OpenGL 头文件
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OpenGL headers for OS X & Linux
提问by Drew
I'd like to have both the includes for OS X as well as linux in my opengl program (C++) how can I set my program to use one if the other is not available? Here's what i'm currently doing:
我想在我的 opengl 程序 (C++) 中同时包含 OS X 和 linux 的包含,如果另一个不可用,我该如何设置我的程序使用一个?这是我目前正在做的事情:
if(!FileExists(OpenGL/gl.h))
#include <GL/glut.h> //linux lib
else {
#include <OpenGL/gl.h> //OS x libs
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
}
回答by Gretchen
Here is what I use:
这是我使用的:
#ifdef __APPLE__
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
#else
#ifdef _WIN32
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#endif
All compilers for the mac (well,I guess that's gcc, and maybe clang) should define __APPLE__
. I throw the _WIN32
in there since windows.h must be included before gl.h on windows platforms, it seems.
mac 的所有编译器(嗯,我猜那是 gcc,也许是 clang)应该定义__APPLE__
. 我把它扔_WIN32
在那里,因为 windows.h 必须包含在 windows 平台上的 gl.h 之前,似乎。
You can put this in its own include file (say gl_includes.h) if you have many files that need OpenGL
如果你有很多需要 OpenGL 的文件,你可以把它放在它自己的包含文件中(比如 gl_includes.h)
-matt
-亚光
回答by Skizz
Alternatively, put the platform specific headers into their own files:
或者,将特定于平台的头文件放入它们自己的文件中:
linux\platform.h
linux\平台.h
#include <GL/gl.h>
#include <GL/glu.h>
osx\platform.h
osx\platform.h
#include <OpenGL/gl.h> //OS x libs
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
win32\platform.h
win32\platform.h
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
and include in code:
并包含在代码中:
#include "platform.h"
and then let your build system specify the correct search path based on the target platform.
然后让您的构建系统根据目标平台指定正确的搜索路径。
回答by greyfade
#ifdef __APPLE__
#include <OpenGL/gl.h> //OS x libs
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
回答by Joel Teply
What we use for OSX, Unix, Linux, Android, and iOS
我们用于 OSX、Unix、Linux、Android 和 iOS 的内容
#if defined(_WIN32) || defined(_WIN64)
# include <gl/glew.h>
# include <GL/gl.h>
# include <GL/glu.h>
#elif __APPLE__
# include "TargetConditionals.h"
# if (TARGET_OS_IPHONE && TARGET_IPHONE_SIMULATOR) || TARGET_OS_IPHONE
# include <OpenGLES/ES2/gl.h>
# include <OpenGLES/ES2/glext.h>
# else
# include <OpenGL/gl.h>
# include <OpenGL/glu.h>
# include <OpenGL/glext.h>
# endif
#elif defined(__ANDROID__) || defined(ANDROID)
# include <GLES2/gl2.h>
# include <GLES2/gl2ext.h>
#elif defined(__linux__) || defined(__unix__) || defined(__posix__)
# include <GL/gl.h>
# include <GL/glu.h>
# include <GL/glext.h>
#else
# error platform not supported.
#endif