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70 lines
3.6 KiB
70 lines
3.6 KiB
// dear imgui: Renderer for modern OpenGL with shaders / programmatic 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 Binding (e.g. GLFW, SDL, Win32, custom..) |
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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! |
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// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. |
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
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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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// About Desktop OpenGL function loaders: |
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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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// 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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// 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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#pragma once |
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// Backend API |
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); |
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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 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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// Desktop OpenGL: attempt to detect default GL loader based on available header files. |
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// If auto-detection fails or doesn't select the same GL loader file as used by your application, |
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// you are likely to get a crash in ImGui_ImplOpenGL3_Init(). |
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// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. |
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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_GLAD) \ |
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \ |
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \ |
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) |
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#if defined(__has_include) |
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#if __has_include(<GL/glew.h>) |
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#define IMGUI_IMPL_OPENGL_LOADER_GLEW |
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#elif __has_include(<glad/glad.h>) |
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#define IMGUI_IMPL_OPENGL_LOADER_GLAD |
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#elif __has_include(<GL/gl3w.h>) |
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#define IMGUI_IMPL_OPENGL_LOADER_GL3W |
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#elif __has_include(<glbinding/glbinding.h>) |
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#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3 |
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#elif __has_include(<glbinding/Binding.h>) |
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#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2 |
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#else |
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#error "Cannot detect OpenGL loader!" |
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#endif |
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#else |
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#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W |
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#endif |
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#endif |
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