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Diffstat (limited to 'vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.h')
| -rw-r--r-- | vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.h | 69 |
1 files changed, 0 insertions, 69 deletions
diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.h b/vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.h deleted file mode 100644 index a99d307..0000000 --- a/vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.h +++ /dev/null @@ -1,69 +0,0 @@ -// 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 |
