65 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			65 lines
		
	
	
		
			3.3 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: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
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| //  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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| 
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| // About WebGL/ES:
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| // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
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| // - This is done automatically on iOS, Android and Emscripten targets.
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| // - 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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| 
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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 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"
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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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| #ifndef IMGUI_DISABLE
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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 = 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);
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| 
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| // (Optional) Called by Init/NewFrame/Shutdown
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| IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateFontsTexture();
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| IMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyFontsTexture();
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| IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateDeviceObjects();
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| IMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyDeviceObjects();
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| 
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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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| 
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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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| 
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| #endif // #ifndef IMGUI_DISABLE
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