2020-10-12 15:34:22 +00:00
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// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
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2019-09-22 21:19:04 +00:00
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// - Desktop GL: 2.x 3.x 4.x
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2019-03-03 22:14:30 +00:00
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// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
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2020-10-12 15:34:22 +00:00
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// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
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2018-02-16 20:38:38 +00:00
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2018-03-19 14:20:47 +00:00
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// Implemented features:
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2019-10-16 09:23:15 +00:00
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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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2018-06-12 14:24:24 +00:00
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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2019-11-20 10:58:25 +00:00
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// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
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2018-03-19 14:20:47 +00:00
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2021-08-19 09:42:15 +00:00
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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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2021-05-27 11:59:35 +00:00
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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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2020-10-14 10:22:53 +00:00
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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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2018-07-04 17:06:28 +00:00
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2018-05-25 10:44:56 +00:00
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// About GLSL version:
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2019-03-03 22:14:30 +00:00
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// The 'glsl_version' initialization parameter should be NULL (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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2018-05-25 10:44:56 +00:00
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2018-11-01 19:56:36 +00:00
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#pragma once
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2020-04-07 09:02:29 +00:00
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#include "imgui.h" // IMGUI_IMPL_API
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2018-11-01 19:56:36 +00:00
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2019-09-22 21:19:04 +00:00
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// Backend API
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2018-06-25 07:50:06 +00:00
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
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2018-06-21 10:04:00 +00:00
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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2018-02-16 20:38:38 +00:00
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2019-09-22 21:19:04 +00:00
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// (Optional) Called by Init/NewFrame/Shutdown
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2018-06-21 10:04:00 +00:00
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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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2019-09-22 21:19:04 +00:00
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2020-05-21 11:49:06 +00:00
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// Specific OpenGL ES versions
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2019-03-03 22:32:40 +00:00
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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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2021-08-19 09:42:15 +00:00
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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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2020-05-21 11:49:06 +00:00
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#if !defined(IMGUI_IMPL_OPENGL_ES2) \
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2021-08-19 09:42:15 +00:00
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&& !defined(IMGUI_IMPL_OPENGL_ES3)
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2020-05-21 11:49:06 +00:00
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// Try to detect GLES on matching platforms
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#if defined(__APPLE__)
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2021-08-24 13:26:55 +00:00
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#include <TargetConditionals.h>
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2018-08-04 14:09:56 +00:00
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#endif
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2020-05-21 11:49:06 +00:00
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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__)
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#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
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#else
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2021-08-19 09:42:15 +00:00
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// Otherwise imgui_impl_opengl3_loader.h will be used.
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2020-05-21 11:49:06 +00:00
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#endif
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#endif
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