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// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
// - This is done automatically on iOS, Android and Emscripten targets.
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
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// About GLSL version:
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// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
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// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
# pragma once
# include "imgui.h" // IMGUI_IMPL_API
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# ifndef IMGUI_DISABLE
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init ( const char * glsl_version = nullptr ) ;
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown ( ) ;
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_NewFrame ( ) ;
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData ( ImDrawData * draw_data ) ;
// (Optional) Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects ( ) ;
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects ( ) ;
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture ( ImTextureData * tex ) ;
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// Configuration flags to add in your imconfig file:
//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
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// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
# if !defined(IMGUI_IMPL_OPENGL_ES2) \
& & ! defined ( IMGUI_IMPL_OPENGL_ES3 )
// Try to detect GLES on matching platforms
# if defined(__APPLE__)
# include <TargetConditionals.h>
# endif
# if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
# define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
# elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
# define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
# else
// Otherwise imgui_impl_opengl3_loader.h will be used.
# endif
# endif
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# endif // #ifndef IMGUI_DISABLE