|  | // 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: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). | 
|  |  | 
|  | // 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 nullptr (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 = nullptr); | 
|  | 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__) || defined(__amigaos4__) | 
|  | #define IMGUI_IMPL_OPENGL_ES2               // Emscripten    -> GL ES 2, "#version 100" | 
|  | #else | 
|  | // Otherwise imgui_impl_opengl3_loader.h will be used. | 
|  | #endif | 
|  |  | 
|  | #endif |