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// ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline)
// 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..)
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// 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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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// About GLSL version:
// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
IMGUI_API bool ImGui_ImplOpenGL3_Init ( const char * glsl_version = " #version 150 " ) ;
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IMGUI_API void ImGui_ImplOpenGL3_Shutdown ( ) ;
IMGUI_API void ImGui_ImplOpenGL3_NewFrame ( ) ;
IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData ( ImDrawData * draw_data ) ;
// Called by Init/NewFrame/Shutdown
IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture ( ) ;
IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture ( ) ;
IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects ( ) ;
IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects ( ) ;