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- // dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
- // 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!
- // 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
- // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
- // **Prefer using the code in imgui_impl_opengl3.cpp**
- // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
- // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
- // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
- // confuse your GPU driver.
- // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
- #pragma once
- #include "imgui.h" // IMGUI_IMPL_API
- IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
- IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
- IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
- IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
- // Called by Init/NewFrame/Shutdown
- IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
- IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
- IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
- IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
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