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