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			38 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			38 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
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| // - Desktop GL: 2.x 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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| 
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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!
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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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| 
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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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| 
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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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| 
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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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| 
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| #pragma once
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| 
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| // Backend API
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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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| 
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| // (Optional) 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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