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Read examples/README.txt for some details. ImDrawData: Added DisplayPos, DisplaySize fields honored by all backends (not strictly necessary to honor just now, but doing it to be ahead)
25 lines
1.4 KiB
C
25 lines
1.4 KiB
C
// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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// [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in imgui_impl_opengl3.cpp**
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// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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// confuse your GPU driver.
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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IMGUI_API bool ImGui_ImplOpenGL2_Init();
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IMGUI_API void ImGui_ImplOpenGL2_Shutdown();
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IMGUI_API void ImGui_ImplOpenGL2_NewFrame();
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IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
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// Called by Init/NewFrame/Shutdown
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IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
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IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
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IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
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