Backends: OpenGL3: Embed our own minimal GL loader (amends). (#4445)
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@ -14,6 +14,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
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// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
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@ -108,16 +109,15 @@
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#else
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#include <GLES3/gl3.h> // Use GL ES 3
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#endif
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#else
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// About Desktop OpenGL function loaders:
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// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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// If you happen to be developing a new feature for this backend, you may want to get a unstripped version of
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// imgui_impl_opengl3_loader.h from https://github.com/dearimgui/gl3w_stripped/releases/ and use that temporarily.
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// When done, changes using new APIs should be accompanied by regenerated stripped loader version (instructions in
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// gl3w_stripped README.rst).
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#define IMGL3W_IMPL 1
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#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
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// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
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// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
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// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
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// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
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// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
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#define IMGL3W_IMPL
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#include "imgui_impl_opengl3_loader.h"
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#endif
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@ -188,6 +188,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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// Initialize our loader
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
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if (imgl3wInit() != 0)
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{
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@ -241,6 +242,11 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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strcpy(bd->GlslVersionString, glsl_version);
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strcat(bd->GlslVersionString, "\n");
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// Make an arbitrary GL call (we don't actually need the result)
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// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
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GLint current_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
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// Detect extensions we support
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bd->HasClipOrigin = (bd->GlVersion >= 450);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
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@ -12,11 +12,6 @@
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// About Desktop OpenGL function loaders:
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// Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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// About GLSL version:
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// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
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// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
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@ -54,6 +54,7 @@ Breaking Changes:
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This is unfortunately a global SDL setting, so enabling it _might_ have a side-effect on your application.
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It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
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you can ignore SDL_MOUSEBUTTONDOWN that events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED event).
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- Backends: OpenGL3: added a third source file "imgui_impl_opengl3_loader.h". [@rokups]
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- Internals: (for custom widgets): because disabled items now sets HoveredId, if you want custom widgets to
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not react as hovered when disabled, in the majority of use cases it is preferable to check the "hovered"
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return value of ButtonBehavior() rather than (HoveredId == id).
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@ -119,6 +120,10 @@ Other Changes:
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- Backends: DX9: Explicitly disable texture state stages after >= 1. (#4268) [@NZJenkins]
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- Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments
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about building on 32-bit systems. (#4225) [@kingofthebongo2008]
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- Backends: OpenGL3: Embed our own minimal GL headers/loader (imgui_impl_opengl3_loader.h) based on gl3w.
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Reduces the frequent issues and confusion coming from having to support multiple loaders and requiring users to use and
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initialize the same loader as the backend. [@rokups]
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Removed support for gl3w, glew, glad, glad2, glbinding2, glbinding3 (all now unnecessary).
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- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
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- Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous]
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- Backends: OpenGL3: Use OES_vertex_array extension on Emscripten + backup/restore current state. (#4266, #4267) [@harry75369]
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@ -126,13 +131,11 @@ Other Changes:
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- Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) [@rokups]
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- Examples: DX12: Fixed handling of Alt+Enter in example app (using swapchain's ResizeBuffers). (#4346) [@PathogenDavid]
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- Examples: DX12: Removed unecessary recreation of backend-owned device objects when window is resized. (#4347) [@PathogenDavid]
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- Examples: OpenGL3+GLFW,SDL: Remove include cruft to support variety of GL loaders (no longer necessary). [@rokups]
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- Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key).
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Other OSX examples were not affected. (#4253, #1873) [@rokups]
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- Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg.
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- Examples: SDL2: Accomodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h.
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- Examples: OpenGL3+GLFW/SDL: Added minimal OpenGL loader imgui_impl_opengl3_loader.h and use it in OpenGL3 backend.
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Support for using custom OpenGL loader in the backend is removed, IMGUI_IMPL_OPENGL_LOADER_XX (except ES2/ES3) are
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no longer used. [@rokups]
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-----------------------------------------------------------------------
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@ -117,21 +117,18 @@ GLFW (Mac) + Metal example. <BR>
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[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR>
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GLFW + OpenGL2 example (legacy, fixed pipeline). <BR>
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR>
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
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**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)** <BR>
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**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
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This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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make things more complicated, will require your code to reset many OpenGL attributes to their initial
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state, and might confuse your GPU driver. One star, not recommended.
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[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR>
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GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline). <BR>
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GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
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This uses more modern OpenGL calls and custom shaders. <BR>
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This may actually also work with OpenGL 2.x contexts! <BR>
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
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source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
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from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
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[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
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GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
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@ -167,7 +164,6 @@ SDL2 (Mac) + Metal example. <BR>
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SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR>
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp <BR>
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
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**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)** <BR>
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This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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make things more complicated, will require your code to reset many OpenGL attributes to their initial
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@ -177,10 +173,7 @@ state, and might confuse your GPU driver. One star, not recommended.
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SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
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This uses more modern OpenGL calls and custom shaders. <BR>
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
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source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
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from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
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This may actually also work with OpenGL 2.x contexts! <BR>
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[example_sdl_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_vulkan/) <BR>
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SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
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@ -391,7 +391,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
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- backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
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- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
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- backends: opengl: consider gl_lite loader https://github.com/ApoorvaJ/Papaya/blob/3808e39b0f45d4ca4972621c847586e4060c042a/src/libs/gl_lite.h
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- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
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- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
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- backends: mscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
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@ -120,7 +120,7 @@
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;..\..\backends;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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</ClCompile>
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<Link>
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@ -140,7 +140,7 @@
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;..\..\backends;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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</ClCompile>
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<Link>
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@ -177,4 +177,4 @@
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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</Project>
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@ -287,7 +287,6 @@
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CODE_SIGN_STYLE = Automatic;
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MACOSX_DEPLOYMENT_TARGET = 10.12;
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PRODUCT_NAME = "$(TARGET_NAME)";
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SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
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USER_HEADER_SEARCH_PATHS = ../..;
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};
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name = Debug;
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@ -298,7 +297,6 @@
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CODE_SIGN_STYLE = Automatic;
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MACOSX_DEPLOYMENT_TARGET = 10.12;
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PRODUCT_NAME = "$(TARGET_NAME)";
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SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
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USER_HEADER_SEARCH_PATHS = ../..;
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};
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name = Release;
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@ -75,9 +75,6 @@ LDFLAGS += --shell-file shell_minimal.html $(EMS)
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%.o:$(IMGUI_DIR)/backends/%.cpp
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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%.o:../libs/gl3w/GL/%.c
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$(CC) $(CPPFLAGS) $(CFLAGS) -c -o $@ $<
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all: $(EXE)
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@echo Build complete for $(EXE)
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@ -28,10 +28,9 @@ CXXFLAGS += -g -Wall -Wformat
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LIBS =
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##---------------------------------------------------------------------
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## OPENGL LOADER / OPENGL ES
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## OPENGL ES
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##---------------------------------------------------------------------
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## Using OpenGL ES, no loader required
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## This assumes a GL ES library available in the system, e.g. libGLESv2.so
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# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
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# LINUX_GL_LIBS = -lGLESv2
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@ -80,12 +79,6 @@ endif
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%.o:$(IMGUI_DIR)/backends/%.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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%.o:../libs/gl3w/GL/%.c
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$(CC) $(CFLAGS) -c -o $@ $<
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%.o:../libs/glad/src/%.c
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$(CC) $(CFLAGS) -c -o $@ $<
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all: $(EXE)
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@echo Build complete for $(ECHO_MESSAGE)
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@ -1,8 +1,8 @@
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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@set OUT_DIR=Debug
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@set OUT_EXE=example_glfw_opengl3
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@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I..\libs\gl3w
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@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c
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@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
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@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
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@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
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mkdir %OUT_DIR%
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cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <GLES2/gl2.h>
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#else
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// About Desktop OpenGL function loaders:
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// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Here we are using our own minimal loader based on gl3w. You may use another loader/header of your choice (glext, glLoadGen, etc.),
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// or chose to manually implement your own.
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#include "imgui_impl_opengl3_loader.h"
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#endif
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// Include glfw3.h after our OpenGL definitions
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h> // Will drag system OpenGL headers
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
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// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
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LIBS =
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##---------------------------------------------------------------------
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## OPENGL LOADER / OPENGL ES
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## OPENGL ES
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##---------------------------------------------------------------------
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## Using OpenGL ES, no loader required
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## This assumes a GL ES library available in the system, e.g. libGLESv2.so
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# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
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# LINUX_GL_LIBS = -lGLESv2
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@ -82,12 +81,6 @@ endif
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%.o:$(IMGUI_DIR)/backends/%.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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%.o:../libs/gl3w/GL/%.c
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$(CC) $(CFLAGS) -c -o $@ $<
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%.o:../libs/glad/src/%.c
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$(CC) $(CFLAGS) -c -o $@ $<
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all: $(EXE)
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@echo Build complete for $(ECHO_MESSAGE)
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@ -9,21 +9,21 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i
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```
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set SDL2_DIR=path_to_your_sdl2_folder
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cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
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cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
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# or for 64-bit:
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cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
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cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
```
|
||||
|
||||
- On Linux and similar Unixes
|
||||
|
||||
```
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends -I ../libs/gl3w main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -lGL -ldl
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -ldl
|
||||
```
|
||||
|
||||
- On Mac OS X
|
||||
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends -I ../libs/gl3w main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
|
||||
```
|
||||
|
@ -1,8 +1,8 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl_opengl3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I..\libs\gl3w
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
@ -1,6 +1,5 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + OpenGL
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
|
||||
// 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
|
||||
|
||||
@ -10,7 +9,6 @@
|
||||
#include <stdio.h>
|
||||
#include <SDL.h>
|
||||
#include <SDL_opengl.h>
|
||||
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <SDL_opengles2.h>
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user