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Diffstat (limited to 'Client/ThirdParty/Box2D/testbed/imgui_impl_opengl3.h')
-rw-r--r-- | Client/ThirdParty/Box2D/testbed/imgui_impl_opengl3.h | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/Client/ThirdParty/Box2D/testbed/imgui_impl_opengl3.h b/Client/ThirdParty/Box2D/testbed/imgui_impl_opengl3.h new file mode 100644 index 0000000..1683b6e --- /dev/null +++ b/Client/ThirdParty/Box2D/testbed/imgui_impl_opengl3.h @@ -0,0 +1,44 @@ +// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline) +// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) +// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// About OpenGL function loaders: +// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. + +// About GLSL version: +// The 'glsl_version' initialization parameter should be NULL (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 + +// MOD_ERIN +#define IMGUI_IMPL_OPENGL_LOADER_GLAD + +// Set default OpenGL loader to be gl3w +#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) +#define IMGUI_IMPL_OPENGL_LOADER_GL3W +#endif + +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// 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(); |