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- // ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
- // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
- // Implemented features:
- // [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
- // [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
- // **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.
- IMGUI_API bool ImGui_ImplOpenGL2_Init();
- IMGUI_API void ImGui_ImplOpenGL2_Shutdown();
- IMGUI_API void ImGui_ImplOpenGL2_NewFrame();
- IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
- // Called by Init/NewFrame/Shutdown
- IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
- IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
- IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
- IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
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