imgui_impl_opengl2.h 1.5 KB

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  1. // ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
  2. // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
  3. // Implemented features:
  4. // [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  5. // [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
  6. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  7. // **Prefer using the code in imgui_impl_opengl3.cpp**
  8. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  9. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  10. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  11. // confuse your GPU driver.
  12. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  13. IMGUI_API bool ImGui_ImplOpenGL2_Init();
  14. IMGUI_API void ImGui_ImplOpenGL2_Shutdown();
  15. IMGUI_API void ImGui_ImplOpenGL2_NewFrame();
  16. IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
  17. // Called by Init/NewFrame/Shutdown
  18. IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
  19. IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
  20. IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
  21. IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();