aboutsummaryrefslogtreecommitdiff
path: root/3rdparty/imgui/backends/imgui_impl_opengl3.h
diff options
context:
space:
mode:
Diffstat (limited to '3rdparty/imgui/backends/imgui_impl_opengl3.h')
-rw-r--r--3rdparty/imgui/backends/imgui_impl_opengl3.h55
1 files changed, 0 insertions, 55 deletions
diff --git a/3rdparty/imgui/backends/imgui_impl_opengl3.h b/3rdparty/imgui/backends/imgui_impl_opengl3.h
deleted file mode 100644
index 98c9aca..0000000
--- a/3rdparty/imgui/backends/imgui_impl_opengl3.h
+++ /dev/null
@@ -1,55 +0,0 @@
-// dear imgui: Renderer Backend 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 Backend (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 use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
-// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
-// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
-// Read online: https://github.com/ocornut/imgui/tree/master/docs
-
-// 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
-#include "imgui.h" // IMGUI_IMPL_API
-
-// 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 ES versions
-//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
-//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
-
-// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
-#if !defined(IMGUI_IMPL_OPENGL_ES2) \
- && !defined(IMGUI_IMPL_OPENGL_ES3)
-
-// Try to detect GLES on matching platforms
-#if defined(__APPLE__)
-#include <TargetConditionals.h>
-#endif
-#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
-#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
-#elif defined(__EMSCRIPTEN__)
-#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
-#else
-// Otherwise imgui_impl_opengl3_loader.h will be used.
-#endif
-
-#endif