// 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..) // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // 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"); 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();