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 cur
#ifdef __APPLE__
#include <OpenGL/gl.h> //OS x libs
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
What we use for OSX, Unix, Linux, Android, and iOS
#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
Here is what I use:
#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.
You can put this in its own include file (say gl_includes.h) if you have many files that need OpenGL
-matt
Alternatively, put the platform specific headers into their own files:
linux\platform.h
#include <GL/gl.h>
#include <GL/glu.h>
osx\platform.h
#include <OpenGL/gl.h> //OS x libs
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
win32\platform.h
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
and include in code:
#include "platform.h"
and then let your build system specify the correct search path based on the target platform.