// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR. // **DO NOT EDIT DIRECTLY** // https://github.com/dearimgui/dear_bindings // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline // - Desktop GL: 2.x 3.x 4.x // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // This needs to be used along with a Platform Backend (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! // [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] // About WebGL/ES: // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. // - This is done automatically on iOS, Android and Emscripten targets. // - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Learn about Dear ImGui: // - FAQ https://dearimgui.com/faq // - Getting Started https://dearimgui.com/getting-started // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Introduction, links and more at the top of imgui.cpp // About GLSL version: // The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string. // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. #pragma once #ifdef __cplusplus extern "C" { #endif #include "../dcimgui.h" #ifndef IMGUI_DISABLE typedef struct ImDrawData_t ImDrawData; // Follow "Getting Started" link and check examples/ folder to learn about using backends! CIMGUI_IMPL_API bool cImGui_ImplOpenGL3_Init(void); // Implied glsl_version = nullptr CIMGUI_IMPL_API bool cImGui_ImplOpenGL3_InitEx(const char* glsl_version /* = nullptr */); CIMGUI_IMPL_API void cImGui_ImplOpenGL3_Shutdown(void); CIMGUI_IMPL_API void cImGui_ImplOpenGL3_NewFrame(void); CIMGUI_IMPL_API void cImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); // (Optional) Called by Init/NewFrame/Shutdown CIMGUI_IMPL_API bool cImGui_ImplOpenGL3_CreateFontsTexture(void); CIMGUI_IMPL_API void cImGui_ImplOpenGL3_DestroyFontsTexture(void); CIMGUI_IMPL_API bool cImGui_ImplOpenGL3_CreateDeviceObjects(void); CIMGUI_IMPL_API void cImGui_ImplOpenGL3_DestroyDeviceObjects(void); // Configuration flags to add in your imconfig file: //#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten) //#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android) // You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. #if !defined(IMGUI_IMPL_OPENGL_ES2)\ &&!defined(IMGUI_IMPL_OPENGL_ES3) // Try to detect GLES on matching platforms #if defined(__APPLE__) #include #endif // #if defined(__APPLE__) #if (defined(__APPLE__)&&(TARGET_OS_IOS || TARGET_OS_TV))||(defined(__ANDROID__)) #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" #else #if defined(__EMSCRIPTEN__)|| defined(__amigaos4__) #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" #else // Otherwise imgui_impl_opengl3_loader.h will be used. #endif // #if defined(__EMSCRIPTEN__)|| defined(__amigaos4__) #endif // #if (defined(__APPLE__)&&(TARGET_OS_IOS || TARGET_OS_TV))||(defined(__ANDROID__)) #endif // #if !defined(IMGUI_IMPL_OPENGL_ES2) &&!defined(IMGUI_IMPL_OPENGL_ES3) #endif// #ifndef IMGUI_DISABLE #ifdef __cplusplus } // End of extern "C" block #endif