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Changelog, tweak OpenGL3 backends. (#3061), update Gallery thread links.
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@ -13,7 +13,8 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2020-01-07: OpenGL: Added support for glbindings OpenGL loader.
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// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
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// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
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// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
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// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
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// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
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@ -83,14 +84,12 @@
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
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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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#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
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#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
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#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
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#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
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#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
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#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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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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#endif
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#endif
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#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
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#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
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#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
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#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
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@ -98,7 +97,6 @@
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#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
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#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#endif
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#endif
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// GL includes
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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@ -115,18 +113,20 @@
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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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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
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#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
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#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) || defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
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#include <glbinding/gl/gl.h> // Initialize with glbinding::initialize()
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
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#include <glbinding/Binding.h>
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#else
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#include <glbinding/glbinding.h>
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#endif
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#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
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#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
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#include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
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#include <glbinding/gl/gl.h>
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using namespace gl;
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
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#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
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#include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
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#include <glbinding/gl/gl.h>
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using namespace gl;
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#else
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#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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@ -203,8 +203,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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gl_loader = "glbinding2";
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
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gl_loader = "glbinding3";
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#else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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gl_loader = "Custom";
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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gl_loader = "custom";
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#else
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gl_loader = "none";
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#endif
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// Make a dummy GL call (we don't actually need the result)
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