Steppable 0.0.1
A CAS project written from scratch in C++
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imgui_impl_opengl3.h
1// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
2// - Desktop GL: 2.x 3.x 4.x
3// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
4// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
5
6// Implemented features:
7// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
8// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
9// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
10
11// About WebGL/ES:
12// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
13// - This is done automatically on iOS, Android and Emscripten targets.
14// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
15
16// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
17// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
18// Learn about Dear ImGui:
19// - FAQ https://dearimgui.com/faq
20// - Getting Started https://dearimgui.com/getting-started
21// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
22// - Introduction, links and more at the top of imgui.cpp
23
24// About GLSL version:
25// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
26// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
27// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
28
29#pragma once
30#include "imgui.h" // IMGUI_IMPL_API
31#ifndef IMGUI_DISABLE
32
33// Backend API
34IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
35IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
36IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
37IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
38
39// (Optional) Called by Init/NewFrame/Shutdown
40IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
41IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
42IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
43IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
44
45// Configuration flags to add in your imconfig file:
46//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
47//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
48
49// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
50#if !defined(IMGUI_IMPL_OPENGL_ES2) \
51 && !defined(IMGUI_IMPL_OPENGL_ES3)
52
53// Try to detect GLES on matching platforms
54#if defined(__APPLE__)
55#include <TargetConditionals.h>
56#endif
57#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
58#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
59#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
60#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
61#else
62// Otherwise imgui_impl_opengl3_loader.h will be used.
63#endif
64
65#endif
66
67#endif // #ifndef IMGUI_DISABLE
Definition imgui.h:3269
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