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# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx10.h # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx11.h # examples/imgui_impl_dx9.cpp # examples/imgui_impl_dx9.h # examples/imgui_impl_opengl3.cpp # examples/imgui_impl_opengl3.h # examples/imgui_impl_osx.h # examples/imgui_impl_osx.mm # imgui.cpp # imgui.h # imgui_demo.cpp # imgui_internal.h
49 lines
2.6 KiB
C
49 lines
2.6 KiB
C
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
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// - Desktop GL: 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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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
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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 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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// 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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// 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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// Specific OpenGL versions
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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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// Set default OpenGL3 loader to be gl3w
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#if !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_CUSTOM)
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#define IMGUI_IMPL_OPENGL_LOADER_GL3W
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#endif
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
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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);
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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