/ source / imgui / include / imgui_impl_opengl3.h
imgui_impl_opengl3.h
 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: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
 9  //  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
10  
11  // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
12  // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
13  // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
14  // Read online: https://github.com/ocornut/imgui/tree/master/docs
15  
16  // About GLSL version:
17  //  The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
18  //  On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
19  //  Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
20  
21  #pragma once
22  #include "imgui.h"      // IMGUI_IMPL_API
23  
24  // Backend API
25  IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
26  IMGUI_IMPL_API void     ImGui_ImplOpenGL3_Shutdown();
27  IMGUI_IMPL_API void     ImGui_ImplOpenGL3_NewFrame();
28  IMGUI_IMPL_API void     ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
29  
30  // (Optional) Called by Init/NewFrame/Shutdown
31  IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateFontsTexture();
32  IMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyFontsTexture();
33  IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateDeviceObjects();
34  IMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyDeviceObjects();
35  
36  // Specific OpenGL ES versions
37  //#define IMGUI_IMPL_OPENGL_ES2     // Auto-detected on Emscripten
38  //#define IMGUI_IMPL_OPENGL_ES3     // Auto-detected on iOS/Android
39  
40  // 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.
41  #if !defined(IMGUI_IMPL_OPENGL_ES2) \
42   && !defined(IMGUI_IMPL_OPENGL_ES3)
43  
44  // Try to detect GLES on matching platforms
45  #if defined(__APPLE__)
46  #include <TargetConditionals.h>
47  #endif
48  #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
49  #define IMGUI_IMPL_OPENGL_ES3               // iOS, Android  -> GL ES 3, "#version 300 es"
50  #elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
51  #define IMGUI_IMPL_OPENGL_ES2               // Emscripten    -> GL ES 2, "#version 100"
52  #else
53  // Otherwise imgui_impl_opengl3_loader.h will be used.
54  #endif
55  
56  #endif