2019-03-03 23:14:30 +01:00
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// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
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2019-09-22 23:19:04 +02:00
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// - Desktop GL: 2.x 3.x 4.x
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2019-03-03 23:14:30 +01:00
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// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
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2018-06-08 19:37:33 +02:00
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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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2019-10-16 11:23:15 +02:00
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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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2019-11-20 11:58:25 +01:00
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// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
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2018-06-08 19:37:33 +02:00
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2018-07-04 19:06:28 +02:00
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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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2019-03-03 23:14:30 +01:00
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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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2018-07-30 18:44:58 +02:00
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2018-06-08 19:37:33 +02:00
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// About GLSL version:
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2019-03-03 23:14:30 +01:00
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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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2018-06-08 19:37:33 +02:00
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2018-11-01 20:56:36 +01:00
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#pragma once
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2019-09-22 23:19:04 +02:00
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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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2019-03-03 23:32:40 +01:00
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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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2019-09-22 23:19:04 +02:00
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// Desktop OpenGL: attempt to detect default GL loader based on available header files.
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2019-10-15 15:20:27 +02:00
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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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2019-09-22 23:19:04 +02:00
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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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2018-08-28 15:56:03 +02:00
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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2019-09-22 12:52:36 +02:00
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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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2019-09-22 23:19:04 +02:00
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#elif __has_include(<GL/gl3w.h>)
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2019-09-22 12:52:36 +02:00
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#define IMGUI_IMPL_OPENGL_LOADER_GL3W
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2019-09-22 23:19:04 +02:00
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#else
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#error "Cannot detect OpenGL loader!"
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2019-09-22 12:52:36 +02:00
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#endif
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#else
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2019-09-22 23:19:04 +02:00
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#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W
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2019-09-22 12:52:36 +02:00
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#endif
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2018-08-04 16:09:56 +02:00
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#endif
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