imgui_impl_opengl3.h 1.4 KB

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  1. // ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline)
  2. // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
  3. // (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
  4. // Implemented features:
  5. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  6. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  7. // About GLSL version:
  8. // The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
  9. // Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
  10. IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
  11. IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
  12. IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
  13. IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
  14. // Called by Init/NewFrame/Shutdown
  15. IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
  16. IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
  17. IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
  18. IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();