imgui_impl_opengl3.h 3.5 KB

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  1. // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
  2. // - Desktop GL: 2.x 3.x 4.x
  3. // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
  4. // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
  5. // Implemented features:
  6. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
  7. // [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
  8. // About WebGL/ES:
  9. // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
  10. // - This is done automatically on iOS, Android and Emscripten targets.
  11. // - 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.
  12. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  13. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  14. // Learn about Dear ImGui:
  15. // - FAQ https://dearimgui.com/faq
  16. // - Getting Started https://dearimgui.com/getting-started
  17. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  18. // - Introduction, links and more at the top of imgui.cpp
  19. // About GLSL version:
  20. // The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
  21. // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
  22. // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
  23. #pragma once
  24. #include "imgui.h" // IMGUI_IMPL_API
  25. #ifndef IMGUI_DISABLE
  26. // Follow "Getting Started" link and check examples/ folder to learn about using backends!
  27. IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
  28. IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
  29. IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
  30. IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
  31. // (Optional) Called by Init/NewFrame/Shutdown
  32. IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
  33. IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
  34. IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
  35. IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
  36. // Configuration flags to add in your imconfig file:
  37. //#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
  38. //#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
  39. // 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.
  40. #if !defined(IMGUI_IMPL_OPENGL_ES2) \
  41. && !defined(IMGUI_IMPL_OPENGL_ES3)
  42. // Try to detect GLES on matching platforms
  43. #if defined(__APPLE__)
  44. #include <TargetConditionals.h>
  45. #endif
  46. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
  47. #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
  48. #elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
  49. #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
  50. #else
  51. // Otherwise imgui_impl_opengl3_loader.h will be used.
  52. #endif
  53. #endif
  54. #endif // #ifndef IMGUI_DISABLE