| 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 as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! |
| 8 | // [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] |
| 9 | // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). |
| 10 | // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
| 11 | |
| 12 | // About WebGL/ES: |
| 13 | // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. |
| 14 | // - This is done automatically on iOS, Android and Emscripten targets. |
| 15 | // - 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. |
| 16 | |
| 17 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| 18 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| 19 | // Learn about Dear ImGui: |
| 20 | // - FAQ https://dearimgui.com/faq |
| 21 | // - Getting Started https://dearimgui.com/getting-started |
| 22 | // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| 23 | // - Introduction, links and more at the top of imgui.cpp |
| 24 | |
| 25 | // About GLSL version: |
| 26 | // The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string. |
| 27 | // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" |
| 28 | // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. |
| 29 | |
| 30 | |
| 31 | |
| 32 | |
| 33 | |
| 34 | // Follow "Getting Started" link and check examples/ folder to learn about using backends! |
| 35 | IMGUI_IMPL_API bool ; |
| 36 | IMGUI_IMPL_API void ; |
| 37 | IMGUI_IMPL_API void ; |
| 38 | IMGUI_IMPL_API void ; |
| 39 | |
| 40 | // (Optional) Called by Init/NewFrame/Shutdown |
| 41 | IMGUI_IMPL_API bool ; |
| 42 | IMGUI_IMPL_API void ; |
| 43 | |
| 44 | // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. |
| 45 | IMGUI_IMPL_API void ; |
| 46 | |
| 47 | // Configuration flags to add in your imconfig file: |
| 48 | //#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten) |
| 49 | //#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android) |
| 50 | |
| 51 | // 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. |
| 52 | |
| 53 | |
| 54 | |
| 55 | // Try to detect GLES on matching platforms |
| 56 | |
| 57 | |
| 58 | |
| 59 | |
| 60 | |
| 61 | |
| 62 | |
| 63 | |
| 64 | // Otherwise imgui_impl_opengl3_loader.h will be used. |
| 65 | |
| 66 | |
| 67 | |
| 68 | |
| 69 | // [BETA] Selected render state data shared with callbacks. |
| 70 | // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplOpenGL3_RenderDrawData() call. |
| 71 | // (Please open an issue if you feel you need access to more data) |
| 72 | |
| 73 | |
| 74 | |
| 75 | |
| 76 | |
| 77 | |
| 78 | ; |
| 79 | |
| 80 | static inline ImGui_ImplOpenGL3_RenderState* |
| 81 | |
| 82 | // #ifndef IMGUI_DISABLE |