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4.6 KiB · Objective-C · last changed chore(): initial commit 1 month ago source blame history raw
e8555c89 Andy McCall 1
// dear imgui: Renderer Backend 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 Backend (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 as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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//  [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
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//  [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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//  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// About WebGL/ES:
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// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
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// - This is done automatically on iOS, Android and Emscripten targets.
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// - 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.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ                  https://dearimgui.com/faq
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// - Getting Started      https://dearimgui.com/getting-started
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// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// About GLSL version:
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//  The 'glsl_version' initialization parameter should be nullptr (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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#include "imgui.h"      // IMGUI_IMPL_API
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#ifndef IMGUI_DISABLE
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
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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_CreateDeviceObjects();
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IMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyDeviceObjects();
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// (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.
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IMGUI_IMPL_API void     ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
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// Configuration flags to add in your imconfig file:
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//#define IMGUI_IMPL_OPENGL_ES2     // Enable ES 2 (Auto-detected on Emscripten)
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//#define IMGUI_IMPL_OPENGL_ES3     // Enable ES 3 (Auto-detected on iOS/Android)
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// 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.
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#if !defined(IMGUI_IMPL_OPENGL_ES2) \
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 && !defined(IMGUI_IMPL_OPENGL_ES3)
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// Try to detect GLES on matching platforms
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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#endif
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
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#define IMGUI_IMPL_OPENGL_ES3               // iOS, Android  -> GL ES 3, "#version 300 es"
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#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
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#define IMGUI_IMPL_OPENGL_ES2               // Emscripten    -> GL ES 2, "#version 100"
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#else
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// Otherwise imgui_impl_opengl3_loader.h will be used.
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#endif
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#endif
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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplOpenGL3_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplOpenGL3_RenderState
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{
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    bool            UseBindSampler;
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    bool            UseTexParameterFilter;
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    unsigned int    CurrentSampler;                 // (GLuint) Used if UseBindSampler == true, otherwise always 0
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    unsigned int    CurrentTexParameterFilter;      // (GLuint) Used if UseTexParameterToSetSampler == true
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};
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static inline ImGui_ImplOpenGL3_RenderState* ImGui_ImplOpenGL3_GetRenderState() { return (ImGui_ImplOpenGL3_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState; }
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#endif // #ifndef IMGUI_DISABLE