Add option to make DoConfig clone use OpenGL 2.1
This way, I can use it in my Windows 7 VM, where OpenGL 3.2 isn't available.
This commit is contained in:
parent
cebd07a939
commit
9c056f6882
5 changed files with 325 additions and 3 deletions
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@ -1,5 +1,7 @@
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cmake_minimum_required(VERSION 3.8)
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option(DOCONFIG_LEGACY_OPENGL "Use OpenGL 2.1 instead of 3.2" OFF)
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option(PKG_CONFIG_STATIC_LIBS "On platforms with pkg-config, static-link the dependencies (good for Windows builds, so you don't need to bundle DLL files)" OFF)
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option(MSVC_LINK_STATIC_RUNTIME "Link the static MSVC runtime library (Visual Studio only)" OFF)
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@ -17,8 +19,6 @@ add_executable(DoConfig WIN32
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"imgui/imgui_draw.cpp"
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"imgui/imgui_impl_glfw.cpp"
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"imgui/imgui_impl_glfw.h"
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"imgui/imgui_impl_opengl3.cpp"
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"imgui/imgui_impl_opengl3.h"
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"imgui/imgui_internal.h"
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"imgui/imgui_widgets.cpp"
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"imgui/imstb_rectpack.h"
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@ -40,6 +40,19 @@ target_link_libraries(DoConfig PRIVATE ${CMAKE_DL_LIBS})
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target_include_directories(DoConfig PRIVATE "../external/glad/include")
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target_compile_definitions(DoConfig PRIVATE IMGUI_IMPL_OPENGL_LOADER_GLAD)
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if(DOCONFIG_LEGACY_OPENGL)
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target_compile_definitions(DoConfig PRIVATE LEGACY_OPENGL)
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target_sources(DoConfig PRIVATE
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"imgui/imgui_impl_opengl2.cpp"
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"imgui/imgui_impl_opengl2.h"
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)
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else()
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target_sources(DoConfig PRIVATE
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"imgui/imgui_impl_opengl3.cpp"
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"imgui/imgui_impl_opengl3.h"
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)
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endif()
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if(PKG_CONFIG_STATIC_LIBS)
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target_link_options(DoConfig PRIVATE "-static")
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endif()
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@ -7,7 +7,11 @@
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#include "imgui/imgui.h"
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#include "imgui/imgui_impl_glfw.h"
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#ifdef LEGACY_OPENGL
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#include "imgui/imgui_impl_opengl2.h"
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#else
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#include "imgui/imgui_impl_opengl3.h"
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#endif
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#define WINDOW_WIDTH 360
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#define WINDOW_HEIGHT 290
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@ -49,11 +53,16 @@ int main(int argc, char *argv[])
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if (glfwInit())
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{
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#ifdef LEGACY_OPENGL
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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#else
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const char *glsl_version = "#version 150 core";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
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#endif
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glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
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@ -66,8 +75,12 @@ int main(int argc, char *argv[])
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if (gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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// Check if the platform supports OpenGL 3.2
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// Check if the platform supports the version of OpenGL we want
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#ifdef LEGACY_OPENGL
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if (GLAD_GL_VERSION_2_1)
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#else
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if (GLAD_GL_VERSION_3_2)
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#endif
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{
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///////////////////////////
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// Initialise Dear ImGui //
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@ -79,7 +92,11 @@ int main(int argc, char *argv[])
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io.IniFilename = NULL; // Disable `imgui.ini`
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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#ifdef LEGACY_OPENGL
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ImGui_ImplOpenGL2_Init();
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#else
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ImGui_ImplOpenGL3_Init(glsl_version);
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#endif
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/////////////////////
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// Load Config.dat //
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@ -137,7 +154,11 @@ int main(int argc, char *argv[])
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{
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glfwPollEvents();
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#ifdef LEGACY_OPENGL
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ImGui_ImplOpenGL2_NewFrame();
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#else
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ImGui_ImplOpenGL3_NewFrame();
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#endif
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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@ -271,14 +292,22 @@ int main(int argc, char *argv[])
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ImGui::Render();
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glClear(GL_COLOR_BUFFER_BIT);
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#ifdef LEGACY_OPENGL
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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#else
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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#endif
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glfwSwapBuffers(window);
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}
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}
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}
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}
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#ifdef LEGACY_OPENGL
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ImGui_ImplOpenGL2_Shutdown();
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#else
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ImGui_ImplOpenGL3_Shutdown();
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#endif
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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248
DoConfig/imgui/imgui_impl_opengl2.cpp
Normal file
248
DoConfig/imgui/imgui_impl_opengl2.cpp
Normal file
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@ -0,0 +1,248 @@
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// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed 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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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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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.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in imgui_impl_opengl3.cpp**
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// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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// confuse your GPU driver.
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2020-01-23: OpenGL: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
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// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
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// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
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// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
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// 2017-09-01: OpenGL: Save and restore current polygon mode.
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// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
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// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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#include "imgui.h"
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#include "imgui_impl_opengl2.h"
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#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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#include <stddef.h> // intptr_t
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#else
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#include <stdint.h> // intptr_t
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#endif
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// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
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#if defined(_WIN32) && !defined(APIENTRY)
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#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
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#endif
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#if defined(_WIN32) && !defined(WINGDIAPI)
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#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
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#endif
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#if defined(__APPLE__)
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#define GL_SILENCE_DEPRECATION
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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// OpenGL Data
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static GLuint g_FontTexture = 0;
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// Functions
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bool ImGui_ImplOpenGL2_Init()
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_opengl2";
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return true;
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}
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void ImGui_ImplOpenGL2_Shutdown()
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{
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ImGui_ImplOpenGL2_DestroyDeviceObjects();
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}
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void ImGui_ImplOpenGL2_NewFrame()
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{
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if (!g_FontTexture)
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ImGui_ImplOpenGL2_CreateDeviceObjects();
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}
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static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
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{
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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glEnable(GL_SCISSOR_TEST);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnable(GL_TEXTURE_2D);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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// you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
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// GLint last_program;
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// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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// glUseProgram(0);
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// ImGui_ImplOpenGL2_RenderDrawData(...);
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// glUseProgram(last_program)
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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}
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// OpenGL2 Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
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void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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if (fb_width == 0 || fb_height == 0)
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return;
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// Backup GL state
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
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// Setup desired GL state
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ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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// Render command lists
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
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ImVec4 clip_rect;
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clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
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clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
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clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
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clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
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if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
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{
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// Apply scissor/clipping rectangle
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glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
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}
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}
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idx_buffer += pcmd->ElemCount;
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}
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}
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// Restore modified GL state
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopAttrib();
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glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
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}
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bool ImGui_ImplOpenGL2_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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// Upload texture to graphics system
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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return true;
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}
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void ImGui_ImplOpenGL2_DestroyFontsTexture()
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{
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if (g_FontTexture)
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{
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ImGuiIO& io = ImGui::GetIO();
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glDeleteTextures(1, &g_FontTexture);
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io.Fonts->TexID = 0;
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g_FontTexture = 0;
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}
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}
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bool ImGui_ImplOpenGL2_CreateDeviceObjects()
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{
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return ImGui_ImplOpenGL2_CreateFontsTexture();
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}
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void ImGui_ImplOpenGL2_DestroyDeviceObjects()
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{
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ImGui_ImplOpenGL2_DestroyFontsTexture();
|
||||
}
|
31
DoConfig/imgui/imgui_impl_opengl2.h
Normal file
31
DoConfig/imgui/imgui_impl_opengl2.h
Normal file
|
@ -0,0 +1,31 @@
|
|||
// 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!
|
||||
|
||||
// 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.
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_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();
|
|
@ -75,6 +75,7 @@ Name | Function
|
|||
`-DFIX_BUGS=ON` | Fix various bugs in the game
|
||||
`-DDEBUG_SAVE=ON` | Re-enable the ability to drag-and-drop save files onto the window
|
||||
`-DDOCONFIG=OFF` | Disable compiling the DoConfig tool (it is not useful for console ports)
|
||||
`-DDOCONFIG_LEGACY_OPENGL=ON` | Make DoConfig use OpenGL 2.1 instead of OpenGL 3.2 (useful for older/limited platforms)
|
||||
`-DBACKEND_RENDERER=OpenGL3` | Render with OpenGL 3.2 (hardware-accelerated)
|
||||
`-DBACKEND_RENDERER=OpenGLES2` | Render with OpenGL ES 2.0 (hardware-accelerated)
|
||||
`-DBACKEND_RENDERER=SDLTexture` | (Default) Render with SDL2's Texture API (hardware-accelerated) (note: requires `-DBACKEND_PLATFORM=SDL2`)
|
||||
|
|
Loading…
Add table
Reference in a new issue