imgui_impl_opengl2.h (1853B)
1 // dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) 2 // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) 3 4 // Implemented features: 5 // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! 6 7 // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 8 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. 9 // Read online: https://github.com/ocornut/imgui/tree/master/docs 10 11 // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** 12 // **Prefer using the code in imgui_impl_opengl3.cpp** 13 // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. 14 // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more 15 // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might 16 // confuse your GPU driver. 17 // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. 18 19 #pragma once 20 #include "imgui.h" // IMGUI_IMPL_API 21 22 IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); 23 IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); 24 IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); 25 IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); 26 27 // Called by Init/NewFrame/Shutdown 28 IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); 29 IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); 30 IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); 31 IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();