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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 // About WebGL/ES:
12 // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
13 // - This is done automatically on iOS, Android and Emscripten targets.
14 // - 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.
15 
16 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
17 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
18 // Learn about Dear ImGui:
19 // - FAQ https://dearimgui.com/faq
20 // - Getting Started https://dearimgui.com/getting-started
21 // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
22 // - Introduction, links and more at the top of imgui.cpp
23 
24 // About GLSL version:
25 // The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
26 // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
27 // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
28 
29 #pragma once
30 #include "backends/imgui/imgui.h" // IMGUI_IMPL_API
31 #ifndef IMGUI_DISABLE
32 
33 // Follow "Getting Started" link and check examples/ folder to learn about using backends!
34 IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
35 IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
36 IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
37 IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
38 
39 // (Optional) Called by Init/NewFrame/Shutdown
40 IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
41 IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
42 IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
43 IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
44 
45 // Configuration flags to add in your imconfig file:
46 //#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
47 //#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
48 
49 // 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.
50 #if !defined(IMGUI_IMPL_OPENGL_ES2) \
51  && !defined(IMGUI_IMPL_OPENGL_ES3)
52 
53 // Try to detect GLES on matching platforms
54 #if defined(__APPLE__)
55 #include <TargetConditionals.h>
56 #endif
57 #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
58 #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
59 #elif defined(__EMSCRIPTEN__)
60 #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
61 #else
62 // Otherwise imgui_impl_opengl3_loader.h will be used.
63 #endif
64 
65 #endif
66 
67 #endif // #ifndef IMGUI_DISABLE
Definition: imgui.h:3309