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// dear imgui: Renderer Backend 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 Backend (e.g. GLFW, SDL, Win32, custom..) | ||
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// 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. | ||
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. | ||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. | ||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. | ||
// Read online: https://github.com/ocornut/imgui/tree/master/docs | ||
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// 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. | ||
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#pragma once | ||
#include "imgui.h" // IMGUI_IMPL_API | ||
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// 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); | ||
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// (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(); | ||
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// Specific OpenGL ES versions | ||
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten | ||
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android | ||
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// 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. | ||
#if !defined(IMGUI_IMPL_OPENGL_ES2) \ | ||
&& !defined(IMGUI_IMPL_OPENGL_ES3) | ||
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// Try to detect GLES on matching platforms | ||
#if defined(__APPLE__) | ||
#include <TargetConditionals.h> | ||
#endif | ||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) | ||
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" | ||
#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__) | ||
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" | ||
#else | ||
// Otherwise imgui_impl_opengl3_loader.h will be used. | ||
#endif | ||
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#endif |
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