godot/modules/openxr/openxr_platform_inc.h

/**************************************************************************/
/*  openxr_platform_inc.h                                                 */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#ifndef OPENXR_PLATFORM_INC_H
#define OPENXR_PLATFORM_INC_H

// In various places we need to include platform definitions but we can't
// include these in our normal header files as we'll end up with issues.

#ifdef VULKAN_ENABLED
#define XR_USE_GRAPHICS_API_VULKAN
#include "drivers/vulkan/rendering_context_driver_vulkan.h"
#endif // VULKAN_ENABLED

#if defined(GLES3_ENABLED) && !defined(MACOS_ENABLED)
#ifdef ANDROID_ENABLED
#define XR_USE_GRAPHICS_API_OPENGL_ES
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES3/gl3.h>
#include <GLES3/gl3ext.h>
#else
#define XR_USE_GRAPHICS_API_OPENGL
#endif // ANDROID_ENABLED
#ifdef X11_ENABLED
#define GL_GLEXT_PROTOTYPES
#define GL3_PROTOTYPES
#include "thirdparty/glad/glad/gl.h"
#include "thirdparty/glad/glad/glx.h"
#endif // X11_ENABLED
#endif // defined(GLES3_ENABLED) && !defined(MACOS_ENABLED)

#ifdef X11_ENABLED
#include <X11/Xlib.h>
#endif // X11_ENABLED

#ifdef WINDOWS_ENABLED
// Including windows.h here is absolutely evil, we shouldn't be doing this outside of platform
// however due to the way the openxr headers are put together, we have no choice.
#include <windows.h>
#endif // WINDOWS_ENABLED

#ifdef ANDROID_ENABLED
// The jobject type from jni.h is used by openxr_platform.h on Android.
#include <jni.h>
#endif // ANDROID_ENABLED

// Include platform dependent structs.
#include <openxr/openxr_platform.h>

#endif // OPENXR_PLATFORM_INC_H