1- // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
1+ // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
22// - Desktop GL: 2.x 3.x 4.x
33// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
4- // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
4+ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
55
66// Implemented features:
77// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
8- // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
8+ // [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only) .
99
10- // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
11- // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
12- // https://github.com/ocornut/imgui
10+ // About WebGL/ES:
11+ // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
12+ // - This is done automatically on iOS, Android and Emscripten targets.
13+ // - 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.
1314
14- // About Desktop OpenGL function loaders:
15- // Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
16- // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
17- // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
15+ // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
16+ // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
17+ // Learn about Dear ImGui:
18+ // - FAQ https://dearimgui.com/faq
19+ // - Getting Started https://dearimgui.com/getting-started
20+ // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
21+ // - Introduction, links and more at the top of imgui.cpp
1822
1923// About GLSL version:
20- // The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
24+ // The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
2125// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
2226// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
2327
2428#pragma once
2529#include "imgui.h" // IMGUI_IMPL_API
30+ #ifndef IMGUI_DISABLE
2631
2732// Backend API
28- IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init (const char * glsl_version = NULL );
33+ IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init (const char * glsl_version = nullptr );
2934IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown ();
3035IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame ();
3136IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData (ImDrawData * draw_data );
@@ -40,48 +45,22 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
4045//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
4146//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
4247
43- // Attempt to auto-detect the default Desktop GL loader based on available header files.
44- // If auto-detection fails or doesn't select the same GL loader file as used by your application,
45- // you are likely to get a crash in ImGui_ImplOpenGL3_Init().
46- // You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
48+ // 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.
4749#if !defined(IMGUI_IMPL_OPENGL_ES2 ) \
48- && !defined(IMGUI_IMPL_OPENGL_ES3 ) \
49- && !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W ) \
50- && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW ) \
51- && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD ) \
52- && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2 ) \
53- && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2 ) \
54- && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3 ) \
55- && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM )
50+ && !defined(IMGUI_IMPL_OPENGL_ES3 )
5651
5752// Try to detect GLES on matching platforms
5853#if defined(__APPLE__ )
59- #include " TargetConditionals.h"
54+ #include < TargetConditionals.h>
6055#endif
6156#if (defined(__APPLE__ ) && (TARGET_OS_IOS || TARGET_OS_TV )) || (defined(__ANDROID__ ))
6257#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
63- #elif defined(__EMSCRIPTEN__ )
58+ #elif defined(__EMSCRIPTEN__ ) || defined( __amigaos4__ )
6459#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
65-
66- // Otherwise try to detect supported Desktop OpenGL loaders..
67- #elif defined(__has_include )
68- #if __has_include (< GL /glew .h > )
69- #define IMGUI_IMPL_OPENGL_LOADER_GLEW
70- #elif __has_include (< glad /glad .h > )
71- #define IMGUI_IMPL_OPENGL_LOADER_GLAD
72- #elif __has_include (< glad /gl .h > )
73- #define IMGUI_IMPL_OPENGL_LOADER_GLAD2
74- #elif __has_include (< GL /gl3w .h > )
75- #define IMGUI_IMPL_OPENGL_LOADER_GL3W
76- #elif __has_include (< glbinding /glbinding .h > )
77- #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
78- #elif __has_include (< glbinding /Binding .h > )
79- #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
80- #else
81- #error "Cannot detect OpenGL loader!"
82- #endif
8360#else
84- #define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository
61+ // Otherwise imgui_impl_opengl3_loader.h will be used.
8562#endif
8663
8764#endif
65+
66+ #endif // #ifndef IMGUI_DISABLE
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