SFML/include/SFML/OpenGL.hpp

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2023 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#pragma once
////////////////////////////////////////////////////////////
/// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
////////////////////////////////////////////////////////////
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/// This file just includes the OpenGL headers,
/// which have actually different paths on each system
////////////////////////////////////////////////////////////
#if defined(SFML_SYSTEM_WINDOWS)
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// The Visual C++ version of gl.h uses WINGDIAPI and APIENTRY but doesn't define them
#ifdef _MSC_VER
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#endif
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#include <GL/gl.h>
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#elif defined(SFML_SYSTEM_LINUX) || defined(SFML_SYSTEM_FREEBSD) || defined(SFML_SYSTEM_OPENBSD) || \
defined(SFML_SYSTEM_NETBSD)
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#if defined(SFML_OPENGL_ES)
#include <GLES/gl.h>
#include <GLES/glext.h>
#else
#include <GL/gl.h>
#endif
#elif defined(SFML_SYSTEM_MACOS)
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#include <OpenGL/gl.h>
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#elif defined(SFML_SYSTEM_IOS)
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#include <OpenGLES/ES1/gl.h>
#include <OpenGLES/ES1/glext.h>
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#elif defined(SFML_SYSTEM_ANDROID)
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#include <GLES/gl.h>
#include <GLES/glext.h>
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// We're not using OpenGL ES 2+ yet, but we can use the sRGB extension
#include <GLES2/gl2ext.h>
#include <GLES2/gl2platform.h>
#endif