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							84 lines
						
					
					
						
							4.1 KiB
						
					
					
				| // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline | |
| // - Desktop GL: 2.x 3.x 4.x | |
| // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) | |
| // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) | |
|  | |
| // Implemented features: | |
| //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! | |
| //  [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. | |
|  | |
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | |
| // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. | |
| // https://github.com/ocornut/imgui | |
|  | |
| // About Desktop OpenGL function loaders: | |
| //  Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. | |
| //  Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). | |
| //  You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. | |
|  | |
| // About GLSL version: | |
| //  The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. | |
| //  On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" | |
| //  Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. | |
|  | |
| #pragma once | |
| #include "imgui.h"      // IMGUI_IMPL_API | |
|  | |
| // Backend API | |
| IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); | |
| IMGUI_IMPL_API void     ImGui_ImplOpenGL3_Shutdown(); | |
| IMGUI_IMPL_API void     ImGui_ImplOpenGL3_NewFrame(); | |
| IMGUI_IMPL_API void     ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); | |
| 
 | |
| // (Optional) Called by Init/NewFrame/Shutdown | |
| IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateFontsTexture(); | |
| IMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyFontsTexture(); | |
| IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateDeviceObjects(); | |
| IMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyDeviceObjects(); | |
| 
 | |
| // Specific OpenGL ES versions | |
| //#define IMGUI_IMPL_OPENGL_ES2     // Auto-detected on Emscripten | |
| //#define IMGUI_IMPL_OPENGL_ES3     // Auto-detected on iOS/Android | |
|  | |
| // Attempt to auto-detect the default Desktop GL loader based on available header files. | |
| // If auto-detection fails or doesn't select the same GL loader file as used by your application, | |
| // you are likely to get a crash in ImGui_ImplOpenGL3_Init(). | |
| // You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. | |
| #if !defined(IMGUI_IMPL_OPENGL_ES2) \ | |
|  && !defined(IMGUI_IMPL_OPENGL_ES3) \ | |
|  && !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ | |
|  && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ | |
|  && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ | |
|  && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \ | |
|  && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \ | |
|  && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) | |
|  | |
| // Try to detect GLES on matching platforms | |
| #if defined(__APPLE__) | |
| #include "TargetConditionals.h" | |
| #endif | |
| #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) | |
| #define IMGUI_IMPL_OPENGL_ES3               // iOS, Android  -> GL ES 3, "#version 300 es" | |
| #elif defined(__EMSCRIPTEN__) | |
| #define IMGUI_IMPL_OPENGL_ES2               // Emscripten    -> GL ES 2, "#version 100" | |
|  | |
| // Otherwise try to detect supported Desktop OpenGL loaders.. | |
| #elif defined(__has_include) | |
| #if __has_include(<GL/glew.h>) | |
|     #define IMGUI_IMPL_OPENGL_LOADER_GLEW | |
| #elif __has_include(<glad/glad.h>) | |
|     #define IMGUI_IMPL_OPENGL_LOADER_GLAD | |
| #elif __has_include(<GL/gl3w.h>) | |
|     #define IMGUI_IMPL_OPENGL_LOADER_GL3W | |
| #elif __has_include(<glbinding/glbinding.h>) | |
|     #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3 | |
| #elif __has_include(<glbinding/Binding.h>) | |
|     #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2 | |
| #else | |
|     #error "Cannot detect OpenGL loader!" | |
| #endif | |
| #else | |
|     #define IMGUI_IMPL_OPENGL_LOADER_GL3W   // Default to GL3W embedded in our repository | |
| #endif | |
|  | |
| #endif
 | |
| 
 |