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// ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// 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
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// About OpenGL function loaders:
// Modern OpenGL requires individual functions to be loaded manually. Helper libraries are often used for this purpose.
// Here we are using gl3w.h, which requires a call to gl3wInit().
// You may use another any other loader/header of your choice, such as glew, glext, glad, glLoadGen, etc.
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// About GLSL version:
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// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init ( const char * glsl_version = NULL ) ;
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown ( ) ;
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame ( ) ;
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData ( ImDrawData * draw_data ) ;
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture ( ) ;
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture ( ) ;
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects ( ) ;
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects ( ) ;