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| author | bitflash-coin <bookofshamers@outlook.com> | 2026-08-04 06:34:32 -0700 |
|---|---|---|
| committer | bitflash-coin <bookofshamers@outlook.com> | 2026-08-04 06:34:32 -0700 |
| commit | 5ce650382352c1503f40abf08129ada69402af55 (patch) | |
| tree | 6a18198901f1e2c4933f1ac53c9365eec512bf63 /src/imgui/imgui_impl_opengl3.h | |
| parent | f34113291da7e5e3dc7d2468d4f9c212c05c584b (diff) | |
public commit
Diffstat (limited to 'src/imgui/imgui_impl_opengl3.h')
| -rw-r--r-- | src/imgui/imgui_impl_opengl3.h | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/src/imgui/imgui_impl_opengl3.h b/src/imgui/imgui_impl_opengl3.h new file mode 100644 index 0000000..a938042 --- /dev/null +++ b/src/imgui/imgui_impl_opengl3.h | |||
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| 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 as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! | ||
| 8 | // [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] | ||
| 9 | // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). | ||
| 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 "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_CreateDeviceObjects(); | ||
| 41 | IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); | ||
| 42 | |||
| 43 | // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. | ||
| 44 | IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex); | ||
| 45 | |||
| 46 | // Configuration flags to add in your imconfig file: | ||
| 47 | //#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten) | ||
| 48 | //#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android) | ||
| 49 | |||
| 50 | // 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. | ||
| 51 | #if !defined(IMGUI_IMPL_OPENGL_ES2) \ | ||
| 52 | && !defined(IMGUI_IMPL_OPENGL_ES3) | ||
| 53 | |||
| 54 | // Try to detect GLES on matching platforms | ||
| 55 | #if defined(__APPLE__) | ||
| 56 | #include <TargetConditionals.h> | ||
| 57 | #endif | ||
| 58 | #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) | ||
| 59 | #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" | ||
| 60 | #elif defined(__EMSCRIPTEN__) || defined(__amigaos4__) | ||
| 61 | #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" | ||
| 62 | #else | ||
| 63 | // Otherwise imgui_impl_opengl3_loader.h will be used. | ||
| 64 | #endif | ||
| 65 | |||
| 66 | #endif | ||
| 67 | |||
| 68 | // [BETA] Selected render state data shared with callbacks. | ||
| 69 | // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplOpenGL3_RenderDrawData() call. | ||
| 70 | // (Please open an issue if you feel you need access to more data) | ||
| 71 | struct ImGui_ImplOpenGL3_RenderState | ||
| 72 | { | ||
| 73 | bool UseBindSampler; | ||
| 74 | bool UseTexParameterFilter; | ||
| 75 | unsigned int CurrentSampler; // (GLuint) Used if UseBindSampler == true, otherwise always 0 | ||
| 76 | unsigned int CurrentTexParameterFilter; // (GLuint) Used if UseTexParameterToSetSampler == true | ||
| 77 | }; | ||
| 78 | |||
| 79 | static inline ImGui_ImplOpenGL3_RenderState* ImGui_ImplOpenGL3_GetRenderState() { return (ImGui_ImplOpenGL3_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState; } | ||
| 80 | |||
| 81 | #endif // #ifndef IMGUI_DISABLE | ||