57 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			57 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
|   | // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
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|  | // - Desktop GL: 2.x 3.x 4.x
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|  | // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
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|  | // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
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|  | 
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|  | // Implemented features:
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|  | //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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|  | //  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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|  | //  [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
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|  | 
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|  | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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|  | // 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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|  | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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|  | // Read online: https://github.com/ocornut/imgui/tree/master/docs
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|  | 
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|  | // About GLSL version:
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|  | //  The 'glsl_version' initialization parameter should be NULL (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"
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|  | //  Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
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|  | 
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|  | #pragma once
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|  | #include "imgui.h"      // IMGUI_IMPL_API
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|  | 
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|  | // Backend API
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|  | IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); | ||
|  | IMGUI_IMPL_API void     ImGui_ImplOpenGL3_Shutdown(); | ||
|  | IMGUI_IMPL_API void     ImGui_ImplOpenGL3_NewFrame(); | ||
|  | IMGUI_IMPL_API void     ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); | ||
|  | 
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|  | // (Optional) Called by Init/NewFrame/Shutdown
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|  | IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateFontsTexture(); | ||
|  | IMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyFontsTexture(); | ||
|  | IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateDeviceObjects(); | ||
|  | IMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyDeviceObjects(); | ||
|  | 
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|  | // Specific OpenGL ES versions
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|  | //#define IMGUI_IMPL_OPENGL_ES2     // Auto-detected on Emscripten
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|  | //#define IMGUI_IMPL_OPENGL_ES3     // Auto-detected on iOS/Android
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|  | 
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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.
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|  | #if !defined(IMGUI_IMPL_OPENGL_ES2) \
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|  |  && !defined(IMGUI_IMPL_OPENGL_ES3) | ||
|  | 
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|  | // Try to detect GLES on matching platforms
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|  | #if defined(__APPLE__)
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|  | #include <TargetConditionals.h>
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|  | #endif
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|  | #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
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|  | #define IMGUI_IMPL_OPENGL_ES3               // iOS, Android  -> GL ES 3, "#version 300 es"
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|  | #elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
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|  | #define IMGUI_IMPL_OPENGL_ES2               // Emscripten    -> GL ES 2, "#version 100"
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|  | #else
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|  | // Otherwise imgui_impl_opengl3_loader.h will be used.
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|  | #endif
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|  | 
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|  | #endif
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