|  | // dear imgui: Renderer 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 Binding (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: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. | 
|  |  | 
|  | // 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 Desktop OpenGL function loaders: | 
|  | //  Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. | 
|  | //  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 | 
|  |  | 
|  | // Backend API | 
|  | 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); | 
|  |  | 
|  | // (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 versions | 
|  | //#define IMGUI_IMPL_OPENGL_ES2     // Auto-detected on Emscripten | 
|  | //#define IMGUI_IMPL_OPENGL_ES3     // Auto-detected on iOS/Android | 
|  |  | 
|  | // Desktop OpenGL: attempt to detect default GL loader based on available header files. | 
|  | // If auto-detection fails or doesn't select the same GL loader file as used by your application, | 
|  | // you are likely to get a crash in ImGui_ImplOpenGL3_Init(). | 
|  | // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. | 
|  | #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) | 
|  | #if defined(__has_include) | 
|  | #if __has_include(<GL/glew.h>) | 
|  | #define IMGUI_IMPL_OPENGL_LOADER_GLEW | 
|  | #elif __has_include(<glad/glad.h>) | 
|  | #define IMGUI_IMPL_OPENGL_LOADER_GLAD | 
|  | #elif __has_include(<GL/gl3w.h>) | 
|  | #define IMGUI_IMPL_OPENGL_LOADER_GL3W | 
|  | #else | 
|  | #error "Cannot detect OpenGL loader!" | 
|  | #endif | 
|  | #else | 
|  | #define IMGUI_IMPL_OPENGL_LOADER_GL3W       // Default to GL3W | 
|  | #endif | 
|  | #endif | 
|  |  |