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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:
- // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
- // [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
- // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
- // 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.
- // 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.
- // 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
- // About GLSL version:
- // The 'glsl_version' initialization parameter should be nullptr (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
- #ifndef IMGUI_DISABLE
- // Follow "Getting Started" link and check examples/ folder to learn about using backends!
- IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
- 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_CreateDeviceObjects();
- IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
- // (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);
- // 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)
- // 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
- #endif // #ifndef IMGUI_DISABLE
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