aboutsummaryrefslogtreecommitdiff
path: root/vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.h
diff options
context:
space:
mode:
authorNic Gaffney <gaffney_nic@protonmail.com>2024-06-12 21:15:52 -0500
committerNic Gaffney <gaffney_nic@protonmail.com>2024-06-12 21:15:52 -0500
commit963fae202108acd0498349e872e4811fa6c6aba0 (patch)
tree1a7d5b6ee837700819d8f6f5a2484342a0ab6ec1 /vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.h
parent6084001df845815efd9c0eb712acf4fd9311ce36 (diff)
downloadparticle-sim-963fae202108acd0498349e872e4811fa6c6aba0.tar.gz
Added imgui for configuration
Diffstat (limited to 'vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.h')
-rw-r--r--vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.h69
1 files changed, 69 insertions, 0 deletions
diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.h b/vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.h
new file mode 100644
index 0000000..a99d307
--- /dev/null
+++ b/vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.h
@@ -0,0 +1,69 @@
+// 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).
+
+// 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
+
+// FIX(zig-gamedev)
+extern "C" {
+ // 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();
+}
+
+// Specific OpenGL ES versions
+//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
+//#define IMGUI_IMPL_OPENGL_ES3 // 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