| // dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline) |
| // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) |
| |
| // Implemented features: |
| // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. |
| |
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
| // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. |
| // https://github.com/ocornut/imgui |
| |
| // **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 |
| |
| 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_CreateFontsTexture(); |
| IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); |
| IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); |
| IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); |