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			44 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C
		
	
			
		
		
	
	
			44 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C
		
	
| // dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
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| // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
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| 
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| // Implemented features:
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| //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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| //  [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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| // Missing features or Issues:
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| //  [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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| 
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| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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| // Learn about Dear ImGui:
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| // - FAQ                  https://dearimgui.com/faq
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| // - Getting Started      https://dearimgui.com/getting-started
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| // - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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| // - Introduction, links and more at the top of imgui.cpp
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| 
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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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| 
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| #pragma once
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| #include "imgui.h"      // IMGUI_IMPL_API
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| #ifndef IMGUI_DISABLE
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| 
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| // Follow "Getting Started" link and check examples/ folder to learn about using backends!
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| IMGUI_IMPL_API bool     ImGui_ImplOpenGL2_Init();
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| IMGUI_IMPL_API void     ImGui_ImplOpenGL2_Shutdown();
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| IMGUI_IMPL_API void     ImGui_ImplOpenGL2_NewFrame();
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| IMGUI_IMPL_API void     ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
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| 
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| // Called by Init/NewFrame/Shutdown
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| IMGUI_IMPL_API bool     ImGui_ImplOpenGL2_CreateDeviceObjects();
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| IMGUI_IMPL_API void     ImGui_ImplOpenGL2_DestroyDeviceObjects();
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| 
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| // (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.
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| IMGUI_IMPL_API void     ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);
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| 
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| #endif // #ifndef IMGUI_DISABLE
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