summaryrefslogtreecommitdiff
path: root/imgui-1.92.1/backends/imgui_impl_opengl3.h
diff options
context:
space:
mode:
authorAldrik Ramaekers <aldrikboy@gmail.com>2025-08-09 08:35:03 +0200
committerAldrik Ramaekers <aldrikboy@gmail.com>2025-08-09 08:35:03 +0200
commit432f24319319fe040e142059eb83279c53f90ab8 (patch)
tree5631eb0eb3a46d086070e8398d9080ff681133ac /imgui-1.92.1/backends/imgui_impl_opengl3.h
parent5d34aff5888d3f0c624251f15bedb96c347978d6 (diff)
refactor 2
Diffstat (limited to 'imgui-1.92.1/backends/imgui_impl_opengl3.h')
-rw-r--r--imgui-1.92.1/backends/imgui_impl_opengl3.h68
1 files changed, 0 insertions, 68 deletions
diff --git a/imgui-1.92.1/backends/imgui_impl_opengl3.h b/imgui-1.92.1/backends/imgui_impl_opengl3.h
deleted file mode 100644
index b72b5c8..0000000
--- a/imgui-1.92.1/backends/imgui_impl_opengl3.h
+++ /dev/null
@@ -1,68 +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 as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
-// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
-// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
-
-// 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
-
-// Follow "Getting Started" link and check examples/ folder to learn about using backends!
-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_CreateDeviceObjects();
-IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
-
-// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
-IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
-
-// 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