mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-27 14:08:39 +01:00
548f21c2f0
Why does CreateDeviceObjects return a bool if the NewFrame doesn't ? Added the return parameter cause CreateDeviceObjects can fail. It did fail on DX11 with feature level to 9.
47 lines
2.5 KiB
C
47 lines
2.5 KiB
C
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
|
// - Desktop GL: 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 in imgui.cpp.
|
|
// [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
|
|
|
|
// Specific OpenGL versions
|
|
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
|
|
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
|
|
|
|
// Set default OpenGL3 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 bool 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();
|