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- // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
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+ // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
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// - Desktop GL: 2.x 3.x 4.x
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// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
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- // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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+ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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- // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
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+ // [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only) .
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- // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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- // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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- // https://github.com/ocornut/imgui
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+ // About WebGL/ES:
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+ // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
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+ // - This is done automatically on iOS, Android and Emscripten targets.
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+ // - 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.
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- // About Desktop OpenGL function loaders:
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- // Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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- // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
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- // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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+ // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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+ // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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+ // Learn about Dear ImGui:
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+ // - FAQ https://dearimgui.com/faq
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+ // - Getting Started https://dearimgui.com/getting-started
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+ // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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+ // - Introduction, links and more at the top of imgui.cpp
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// About GLSL version:
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- // The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
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+ // The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
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// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
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// 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
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#include "imgui.h" // IMGUI_IMPL_API
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+ #ifndef IMGUI_DISABLE
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// Backend API
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- IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init (const char * glsl_version = NULL );
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+ IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init (const char * glsl_version = nullptr );
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown ();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame ();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData (ImDrawData * draw_data );
@@ -40,48 +45,22 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
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//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
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- // Attempt to auto-detect the default Desktop GL loader based on available header files.
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- // If auto-detection fails or doesn't select the same GL loader file as used by your application,
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- // you are likely to get a crash in ImGui_ImplOpenGL3_Init().
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- // You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
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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.
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#if !defined(IMGUI_IMPL_OPENGL_ES2 ) \
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- && !defined(IMGUI_IMPL_OPENGL_ES3 ) \
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- && !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W ) \
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- && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW ) \
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- && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD ) \
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- && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2 ) \
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- && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2 ) \
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- && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3 ) \
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- && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM )
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+ && !defined(IMGUI_IMPL_OPENGL_ES3 )
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// Try to detect GLES on matching platforms
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#if defined(__APPLE__ )
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- #include " TargetConditionals.h"
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+ #include < TargetConditionals.h>
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#endif
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#if (defined(__APPLE__ ) && (TARGET_OS_IOS || TARGET_OS_TV )) || (defined(__ANDROID__ ))
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#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
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- #elif defined(__EMSCRIPTEN__ )
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+ #elif defined(__EMSCRIPTEN__ ) || defined( __amigaos4__ )
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#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
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-
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- // Otherwise try to detect supported Desktop OpenGL loaders..
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- #elif defined(__has_include )
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- #if __has_include (< GL /glew .h > )
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- #define IMGUI_IMPL_OPENGL_LOADER_GLEW
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- #elif __has_include (< glad /glad .h > )
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- #define IMGUI_IMPL_OPENGL_LOADER_GLAD
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- #elif __has_include (< glad /gl .h > )
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- #define IMGUI_IMPL_OPENGL_LOADER_GLAD2
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- #elif __has_include (< GL /gl3w .h > )
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- #define IMGUI_IMPL_OPENGL_LOADER_GL3W
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- #elif __has_include (< glbinding /glbinding .h > )
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- #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
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- #elif __has_include (< glbinding /Binding .h > )
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- #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
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- #else
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- #error "Cannot detect OpenGL loader!"
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- #endif
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#else
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- #define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository
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+ // Otherwise imgui_impl_opengl3_loader.h will be used.
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#endif
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#endif
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+
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+ #endif // #ifndef IMGUI_DISABLE
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