jasper/deps/imgui/backends/imgui_impl_opengl3.h
Gary Talent 60789230be Squashed 'deps/nostalgia/' changes from dd5d1bfb..976550ef
976550ef [nostalgia/sample_project] Add missing type descriptors
1fb0a866 [nostalgia/core] Fix CompactPalette TypeName and TypeVersion
eb46aeeb [nfde] Fix compiler warnings on Gtk build
9244b735 [nostalgia] Fix non-Linux non-Apple systems not to build GLFW for Wayland
3fba36b4 [nfde] Make only option BUILD_SHARED_LIBS if not already set
6ddb6b42 Merge commit '5461f6700dac79e9e71e3966f8a1270706c385ba'
5461f670 Squashed 'deps/nfde/' changes from 28ade5a5c..5786fabce
1ecc7aa7 Merge commit '26c8cc348eacea01237cd64e1a68d0df8141e848'
26c8cc34 Squashed 'deps/glfw/' changes from 7d5a16ce7..7b6aead9f
fc25c12d Merge commit 'ae51a422787bc3b720ff1748c0219c8f33363427'
ae51a422 Squashed 'deps/imgui/' changes from f33737806..2db79d086
6c71e1e2 [nostalgia/core/studio,studio] Give TileSheetEditor Ctrl-A and Ctrl-G for selection
2ede01e7 [nostalgia/core/studio] Fix build
deacd4ab [nostalgia/core/studio] Fix PaletteEditor add/remove color commands

git-subtree-dir: deps/nostalgia
git-subtree-split: 976550ef6fa269cf1e367e880f148b0ad7b1b163
2024-05-31 20:54:46 -05:00

68 lines
3.5 KiB
C

// 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..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
// - This is done automatically on iOS, Android and Emscripten targets.
// - 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.
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// About GLSL version:
// The 'glsl_version' initialization parameter should be nullptr (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.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Backend API
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
// (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();
// Configuration flags to add in your imconfig file:
//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
// 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)
// 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
#endif
#endif // #ifndef IMGUI_DISABLE