80 lines
3.4 KiB
C
80 lines
3.4 KiB
C
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic
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// pipeline
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// - Desktop GL: 2.x 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 Backend (e.g. GLFW, SDL, Win32,
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// custom..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier
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// as void*/ImTextureID. Read the FAQ about ImTextureID! [X] Renderer: Large
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// meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with
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// 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// About WebGL/ES:
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// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define
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// IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
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// - This is done automatically on iOS, Android and Emscripten targets.
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// - For other targets, the define needs to be visible from the
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// imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in
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// imconfig.h.
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// You can use unmodified imgui_impl_* files in your project. See examples/
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// folder for examples of using this. Prefer including the entire imgui/
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// repository into your project (either as a copy or as a submodule), and only
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// build the backends you need. Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/
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// folder).
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// - Introduction, links and more at the top of imgui.cpp
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// About GLSL version:
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// The 'glsl_version' initialization parameter should be nullptr (default) or a
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// "#version XXX" string. On computer platform the GLSL version default to
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// "#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
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// version table at the top of imgui_impl_opengl3.cpp.
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#pragma once
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#include "../imgui.h" // IMGUI_IMPL_API
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#ifndef IMGUI_DISABLE
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// Backend API
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char *glsl_version = nullptr);
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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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// (Optional) Called by Init/NewFrame/Shutdown
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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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// Specific OpenGL ES versions
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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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// You can explicitly select GLES2 or GLES3 API by using one of the '#define
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// IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
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// Try to detect GLES on matching platforms
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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#endif
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || \
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(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__) || defined(__amigaos4__)
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#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
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#else
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// Otherwise imgui_impl_opengl3_loader.h will be used.
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#endif
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#endif
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#endif // #ifndef IMGUI_DISABLE
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