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authorbitflash-coin <bookofshamers@outlook.com>2026-08-04 06:34:32 -0700
committerbitflash-coin <bookofshamers@outlook.com>2026-08-04 06:34:32 -0700
commit5ce650382352c1503f40abf08129ada69402af55 (patch)
tree6a18198901f1e2c4933f1ac53c9365eec512bf63 /src/imgui/imgui_impl_opengl3.h
parentf34113291da7e5e3dc7d2468d4f9c212c05c584b (diff)
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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!
34IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
35IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
36IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
37IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
38
39// (Optional) Called by Init/NewFrame/Shutdown
40IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
41IMGUI_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.
44IMGUI_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)
71struct 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
79static inline ImGui_ImplOpenGL3_RenderState* ImGui_ImplOpenGL3_GetRenderState() { return (ImGui_ImplOpenGL3_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState; }
80
81#endif // #ifndef IMGUI_DISABLE