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