ref: ab82f014aea39a8b12df8ad8759933664308c17c
dir: /DoConfig/imgui/imgui_impl_opengl3.h/
// 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 // 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 versions //#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten //#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android // Desktop OpenGL: attempt to detect default 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 '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. #if !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) #if 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 #endif #endif