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@ -111,8 +111,8 @@ List of Renderer Bindings in this repository:
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imgui_impl_dx11.cpp ; DirectX11
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imgui_impl_dx11.cpp ; DirectX11
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imgui_impl_dx12.cpp ; DirectX12
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imgui_impl_dx12.cpp ; DirectX12
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imgui_impl_metal.mm ; Metal (with ObjC)
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imgui_impl_metal.mm ; Metal (with ObjC)
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imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
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imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
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imgui_impl_opengl3.cpp ; OpenGL3, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
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imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
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imgui_impl_vulkan.cpp ; Vulkan
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imgui_impl_vulkan.cpp ; Vulkan
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List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)
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List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)
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@ -1,6 +1,7 @@
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// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
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// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
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// - Desktop GL: 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 Binding (e.g. GLFW, SDL, Win32, custom..)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
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// Implemented features:
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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 in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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@ -39,17 +40,17 @@
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// version version string
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// version version string
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//----------------------------------------
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//----------------------------------------
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// 2.0 110 "#version 110"
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// 2.0 110 "#version 110"
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// 2.1 120
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// 2.1 110 "#version 120"
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// 3.0 130
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// 3.0 130 "#version 130"
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// 3.1 140
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// 3.1 140 "#version 140"
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// 3.2 150 "#version 150"
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// 3.2 150 "#version 150"
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// 3.3 330
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// 3.3 330 "#version 330 core"
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// 4.0 400
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// 4.0 400 "#version 400 core"
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// 4.1 410 "#version 410 core"
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// 4.1 410 "#version 410 core"
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// 4.2 420
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// 4.2 420 "#version 410 core"
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// 4.3 430
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// 4.3 430 "#version 430 core"
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// ES 2.0 100 "#version 100"
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// ES 2.0 100 "#version 100" = WebGL 1.0
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// ES 3.0 300 "#version 300 es"
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// ES 3.0 300 "#version 300 es" = WebGL 2.0
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//----------------------------------------
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//----------------------------------------
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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@ -78,10 +79,10 @@
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// OpenGL ES 3
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// OpenGL ES 3
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#include <GLES3/gl3.h> // Use GL ES 3
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#include <GLES3/gl3.h> // Use GL ES 3
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#else
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#else
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// Regular OpenGL
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// About Desktop OpenGL function loaders:
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// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
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// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
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// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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#include <GL/gl3w.h>
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#include <GL/gl3w.h>
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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@ -1,6 +1,7 @@
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// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
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// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
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// - Desktop GL: 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 Binding (e.g. GLFW, SDL, Win32, custom..)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
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// Implemented features:
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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 in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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@ -9,19 +10,19 @@
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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// About OpenGL function loaders:
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// About Desktop OpenGL function loaders:
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// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
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// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
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// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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// About GLSL version:
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// About GLSL version:
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// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
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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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// 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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// 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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#pragma once
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#pragma once
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// Set default OpenGL loader to be gl3w
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// Set default OpenGL3 loader to be gl3w
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#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
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#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
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