57 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			57 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| 
								 | 
							
								// 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:
							 | 
						||
| 
								 | 
							
								//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
							 | 
						||
| 
								 | 
							
								//  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
							 | 
						||
| 
								 | 
							
								//  [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// 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.
							 | 
						||
| 
								 | 
							
								// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
							 | 
						||
| 
								 | 
							
								// Read online: https://github.com/ocornut/imgui/tree/master/docs
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// About GLSL version:
							 | 
						||
| 
								 | 
							
								//  The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
							 | 
						||
| 
								 | 
							
								//  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
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Backend API
							 | 
						||
| 
								 | 
							
								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);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// (Optional) Called by Init/NewFrame/Shutdown
							 | 
						||
| 
								 | 
							
								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();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Specific OpenGL ES versions
							 | 
						||
| 
								 | 
							
								//#define IMGUI_IMPL_OPENGL_ES2     // Auto-detected on Emscripten
							 | 
						||
| 
								 | 
							
								//#define IMGUI_IMPL_OPENGL_ES3     // Auto-detected on iOS/Android
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// 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
							 |