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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 as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
- // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
- // Missing features or Issues:
- // [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
- // 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.
- // Learn about Dear ImGui:
- // - FAQ https://dearimgui.com/faq
- // - Getting Started https://dearimgui.com/getting-started
- // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
- // - Introduction, links and more at the top of imgui.cpp
- // **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
- #ifndef IMGUI_DISABLE
- // Follow "Getting Started" link and check examples/ folder to learn about using backends!
- 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_CreateDeviceObjects();
- IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
- // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
- IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);
- #endif // #ifndef IMGUI_DISABLE
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