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Diffstat (limited to '{{cookiecutter.project_name}}/src/external/imgui/examples/imgui_impl_opengl3.h')
| -rw-r--r-- | {{cookiecutter.project_name}}/src/external/imgui/examples/imgui_impl_opengl3.h | 64 |
1 files changed, 64 insertions, 0 deletions
diff --git a/{{cookiecutter.project_name}}/src/external/imgui/examples/imgui_impl_opengl3.h b/{{cookiecutter.project_name}}/src/external/imgui/examples/imgui_impl_opengl3.h new file mode 100644 index 0000000..4c72ec4 --- /dev/null +++ b/{{cookiecutter.project_name}}/src/external/imgui/examples/imgui_impl_opengl3.h @@ -0,0 +1,64 @@ +// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 2.x 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// About Desktop OpenGL function loaders: +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. + +// About GLSL version: +// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. +// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" +// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. + +#pragma once + +// Backend API +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// (Optional) Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); + +// Specific OpenGL versions +//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten +//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android + +// Desktop OpenGL: attempt to detect default GL loader based on available header files. +// If auto-detection fails or doesn't select the same GL loader file as used by your application, +// you are likely to get a crash in ImGui_ImplOpenGL3_Init(). +// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. +#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) + #if defined(__has_include) + #if __has_include(<GL/glew.h>) + #define IMGUI_IMPL_OPENGL_LOADER_GLEW + #elif __has_include(<glad/glad.h>) + #define IMGUI_IMPL_OPENGL_LOADER_GLAD + #elif __has_include(<GL/gl3w.h>) + #define IMGUI_IMPL_OPENGL_LOADER_GL3W + #else + #error "Cannot detect OpenGL loader!" + #endif + #else + #define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W + #endif +#endif + |
