#include <imgui_render_backend.h>
◆ imgui_render_backend()
◆ check_program()
bool tatooine::gl::imgui_render_backend::check_program |
( |
GLuint |
handle, |
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const char * |
desc |
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) |
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If you get an error please report on GitHub. You may try different GL context version or GLSL version.
◆ check_shader()
bool tatooine::gl::imgui_render_backend::check_shader |
( |
GLuint |
handle, |
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const char * |
desc |
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) |
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If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
◆ create_device_objects()
bool tatooine::gl::imgui_render_backend::create_device_objects |
( |
| ) |
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◆ create_fonts_texture()
bool tatooine::gl::imgui_render_backend::create_fonts_texture |
( |
| ) |
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◆ render_draw_data()
void tatooine::gl::imgui_render_backend::render_draw_data |
( |
ImDrawData * |
draw_data | ) |
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OpenGL3 Render function. (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) 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.
◆ setup_render_state()
void tatooine::gl::imgui_render_backend::setup_render_state |
( |
ImDrawData * |
draw_data, |
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int |
fb_width, |
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int |
fb_height, |
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vertexarray & |
vertex_array_object |
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) |
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◆ m_font_texture
tex2rgba<std::uint8_t> tatooine::gl::imgui_render_backend::m_font_texture |
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private |
◆ m_gl_version
GLuint tatooine::gl::imgui_render_backend::m_gl_version = 0 |
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private |
◆ m_glsl_version_string
char tatooine::gl::imgui_render_backend::m_glsl_version_string[32] |
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private |
◆ m_ibo
◆ m_shader
◆ m_vbo
vertexbuffer<std::array<GLfloat, 2>, std::array<GLfloat, 2>, std::array<std::uint8_t, 4> > tatooine::gl::imgui_render_backend::m_vbo |
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private |
The documentation for this struct was generated from the following file: