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author | Miodrag Milanović <mmicko@gmail.com> | 2018-10-26 17:27:47 +0200 |
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committer | GitHub <noreply@github.com> | 2018-10-26 17:27:47 +0200 |
commit | 757dcd2a5277ef65d9ce4ff7b118e6072edbb71a (patch) | |
tree | 27c31559c02d6fb8e57d032f54daf190591e61e0 /3rdparty/imgui/examples/imgui_impl_opengl2.h | |
parent | 40a8e17db63ec0fea417f6fc1b1711ddbdec5330 (diff) | |
parent | 62a615a17d9b69f3b727d59ed13e297ace610778 (diff) | |
download | nextpnr-757dcd2a5277ef65d9ce4ff7b118e6072edbb71a.tar.gz nextpnr-757dcd2a5277ef65d9ce4ff7b118e6072edbb71a.tar.bz2 nextpnr-757dcd2a5277ef65d9ce4ff7b118e6072edbb71a.zip |
Merge pull request #96 from YosysHQ/imgui
Imgui integration
Diffstat (limited to '3rdparty/imgui/examples/imgui_impl_opengl2.h')
-rw-r--r-- | 3rdparty/imgui/examples/imgui_impl_opengl2.h | 28 |
1 files changed, 28 insertions, 0 deletions
diff --git a/3rdparty/imgui/examples/imgui_impl_opengl2.h b/3rdparty/imgui/examples/imgui_impl_opengl2.h new file mode 100644 index 00000000..911447a4 --- /dev/null +++ b/3rdparty/imgui/examples/imgui_impl_opengl2.h @@ -0,0 +1,28 @@ +// 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. + +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(); |