// 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-bit 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 namespace MangoHud { /* #if defined(IMGUI_GLX) && defined(IMGUI_EGL) #error Both IMGUI_GLX and IMGUI_EGL can not be defined at the same time! #elif !defined(IMGUI_GLX) && !defined(IMGUI_EGL) #error Define IMGUI_GLX or IMGUI_EGL! #endif #undef VARIANT #ifdef IMGUI_GLX #define VARIANT(x) x##_GLX #endif #ifdef IMGUI_EGL #define VARIANT(x) x##_EGL #endif */ // FIXME might not be needed, GLX/EGL _can_ maybe live together #define VARIANT(x) x // Backend API IMGUI_IMPL_API bool VARIANT(ImGui_ImplOpenGL3_Init)(const char* glsl_version = nullptr); IMGUI_IMPL_API void VARIANT(ImGui_ImplOpenGL3_Shutdown)(); IMGUI_IMPL_API void VARIANT(ImGui_ImplOpenGL3_NewFrame)(); IMGUI_IMPL_API void VARIANT(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(); }