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: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. 9 10 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 11 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. 12 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. 13 // Read online: https://github.com/ocornut/imgui/tree/master/docs 14 15 // About GLSL version: 16 // The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. 17 // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" 18 // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. 19 20 #pragma once 21 #include "imgui.h" // IMGUI_IMPL_API 22 23 // Backend API 24 IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); 25 IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); 26 IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); 27 IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); 28 29 // (Optional) Called by Init/NewFrame/Shutdown 30 IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); 31 IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); 32 IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); 33 IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); 34 35 // Specific OpenGL ES versions 36 //#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten 37 //#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android 38 39 // 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. 40 #if !defined(IMGUI_IMPL_OPENGL_ES2) \ 41 && !defined(IMGUI_IMPL_OPENGL_ES3) 42 43 // Try to detect GLES on matching platforms 44 #if defined(__APPLE__) 45 #include <TargetConditionals.h> 46 #endif 47 #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) 48 #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" 49 #elif defined(__EMSCRIPTEN__) 50 #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" 51 #else 52 // Otherwise imgui_impl_opengl3_loader.h will be used. 53 #endif 54 55 #endif 56