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imgui_impl_opengl3.h 2.9 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: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  8. // [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
  9. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  10. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  11. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  12. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  13. // About GLSL version:
  14. // The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
  15. // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
  16. // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
  17. #pragma once
  18. #include "imgui.h" // IMGUI_IMPL_API
  19. // Backend API
  20. IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
  21. IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
  22. IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
  23. IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
  24. // (Optional) Called by Init/NewFrame/Shutdown
  25. IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
  26. IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
  27. IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
  28. IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
  29. // Specific OpenGL ES versions
  30. //#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
  31. //#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
  32. // 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.
  33. #if !defined(IMGUI_IMPL_OPENGL_ES2) \
  34. && !defined(IMGUI_IMPL_OPENGL_ES3)
  35. // Try to detect GLES on matching platforms
  36. #if defined(__APPLE__)
  37. #include <TargetConditionals.h>
  38. #endif
  39. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
  40. #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
  41. #elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
  42. #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
  43. #else
  44. // Otherwise imgui_impl_opengl3_loader.h will be used.
  45. #endif
  46. #endif