imgui_impl_opengl2.h (1816B)
1// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline) 2// This needs to be used along with a Platform Binding (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 main.cpp for an example of using this. 8// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. 9// https://github.com/ocornut/imgui 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 22IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); 23IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); 24IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); 25IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); 26 27// Called by Init/NewFrame/Shutdown 28IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); 29IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); 30IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); 31IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();