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Big example binding refactor (manually imported from Viewport branch, stripped out of Viewport code). (#1870)
Read examples/README.txt for some details. ImDrawData: Added DisplayPos, DisplaySize fields honored by all backends (not strictly necessary to honor just now, but doing it to be ahead)
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examples/imgui_impl_opengl3.h
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examples/imgui_impl_opengl3.h
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// ImGui Renderer for: OpenGL3 (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..)
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// (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] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
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// About GLSL version:
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// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
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// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
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IMGUI_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = "#version 150");
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IMGUI_API void ImGui_ImplOpenGL3_Shutdown();
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IMGUI_API void ImGui_ImplOpenGL3_NewFrame();
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IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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// Called by Init/NewFrame/Shutdown
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IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
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IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
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IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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