Adding DearImGUI

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Pcornat 2022-01-08 20:46:07 +01:00
parent 40b3b4aebb
commit 10cb797084
Signed by: Pcornat
GPG key ID: 2F3932FF46D9ECA0
15 changed files with 44153 additions and 0 deletions

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src/imgui/imgui.cpp Normal file

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// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui.h"
#include "imgui_impl_glfw.h"
// GLFW
#include <GLFW/glfw3.h>
#ifdef _WIN32
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
#endif
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else
#define GLFW_HAS_NEW_CURSORS (0)
#endif
// GLFW data
enum GlfwClientApi
{
GlfwClientApi_Unknown,
GlfwClientApi_OpenGL,
GlfwClientApi_Vulkan
};
struct ImGui_ImplGlfw_Data
{
GLFWwindow* Window;
GlfwClientApi ClientApi;
double Time;
GLFWwindow* MouseWindow;
bool MouseJustPressed[ImGuiMouseButton_COUNT];
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
bool InstalledCallbacks;
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
GLFWcursorenterfun PrevUserCallbackCursorEnter;
GLFWmousebuttonfun PrevUserCallbackMousebutton;
GLFWscrollfun PrevUserCallbackScroll;
GLFWkeyfun PrevUserCallbackKey;
GLFWcharfun PrevUserCallbackChar;
GLFWmonitorfun PrevUserCallbackMonitor;
ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
}
// Functions
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
{
return glfwGetClipboardString((GLFWwindow*)user_data);
}
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
{
glfwSetClipboardString((GLFWwindow*)user_data, text);
}
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
bd->PrevUserCallbackMousebutton(window, button, action, mods);
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed))
bd->MouseJustPressed[button] = true;
}
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
ImGuiIO& io = ImGui::GetIO();
io.MouseWheelH += (float)xoffset;
io.MouseWheel += (float)yoffset;
}
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
bd->PrevUserCallbackKey(window, key, scancode, action, mods);
ImGuiIO& io = ImGui::GetIO();
if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown))
{
if (action == GLFW_PRESS)
io.KeysDown[key] = true;
if (action == GLFW_RELEASE)
io.KeysDown[key] = false;
}
// Modifiers are not reliable across systems
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
#ifdef _WIN32
io.KeySuper = false;
#else
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
#endif
}
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)
bd->PrevUserCallbackWindowFocus(window, focused);
ImGuiIO& io = ImGui::GetIO();
io.AddFocusEvent(focused != 0);
}
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
bd->PrevUserCallbackCursorEnter(window, entered);
if (entered)
bd->MouseWindow = window;
if (!entered && bd->MouseWindow == window)
bd->MouseWindow = NULL;
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackChar != NULL && window == bd->Window)
bd->PrevUserCallbackChar(window, c);
ImGuiIO& io = ImGui::GetIO();
io.AddInputCharacter(c);
}
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
{
// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
}
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
// Setup backend capabilities flags
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_glfw";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Window = window;
bd->Time = 0.0;
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.ClipboardUserData = bd->Window;
#if defined(_WIN32)
io.ImeWindowHandle = (void*)glfwGetWin32Window(bd->Window);
#endif
// Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
#if GLFW_HAS_NEW_CURSORS
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
#else
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
#endif
glfwSetErrorCallback(prev_error_callback);
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
bd->PrevUserCallbackWindowFocus = NULL;
bd->PrevUserCallbackCursorEnter = NULL;
bd->PrevUserCallbackMousebutton = NULL;
bd->PrevUserCallbackScroll = NULL;
bd->PrevUserCallbackKey = NULL;
bd->PrevUserCallbackChar = NULL;
bd->PrevUserCallbackMonitor = NULL;
if (install_callbacks)
{
bd->InstalledCallbacks = true;
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
}
bd->ClientApi = client_api;
return true;
}
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
{
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
}
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
{
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
}
bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
{
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
}
void ImGui_ImplGlfw_Shutdown()
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
if (bd->InstalledCallbacks)
{
glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar);
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
}
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
io.BackendPlatformName = NULL;
io.BackendPlatformUserData = NULL;
IM_DELETE(bd);
}
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
const ImVec2 mouse_pos_prev = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
// Update mouse buttons
// (if a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame)
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{
io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0;
bd->MouseJustPressed[i] = false;
}
#ifdef __EMSCRIPTEN__
const bool focused = true;
#else
const bool focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
#endif
GLFWwindow* mouse_window = (bd->MouseWindow == bd->Window || focused) ? bd->Window : NULL;
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos && focused)
glfwSetCursorPos(bd->Window, (double)mouse_pos_prev.x, (double)mouse_pos_prev.y);
// Set Dear ImGui mouse position from OS position
if (mouse_window != NULL)
{
double mouse_x, mouse_y;
glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
}
}
static void ImGui_ImplGlfw_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
}
else
{
// Show OS mouse cursor
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
static void ImGui_ImplGlfw_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
// Update gamepad inputs
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
int axes_count = 0, buttons_count = 0;
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
#undef MAP_BUTTON
#undef MAP_ANALOG
if (axes_count > 0 && buttons_count > 0)
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
}
void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?");
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(bd->Window, &w, &h);
glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Setup time step
double current_time = glfwGetTime();
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;
ImGui_ImplGlfw_UpdateMousePosAndButtons();
ImGui_ImplGlfw_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplGlfw_UpdateGamepads();
}

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// 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: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
//----------------------------------------
// OpenGL GLSL GLSL
// version version string
//----------------------------------------
// 2.0 110 "#version 110"
// 2.1 120 "#version 120"
// 3.0 130 "#version 130"
// 3.1 140 "#version 140"
// 3.2 150 "#version 150"
// 3.3 330 "#version 330 core"
// 4.0 400 "#version 400 core"
// 4.1 410 "#version 410 core"
// 4.2 420 "#version 410 core"
// 4.3 430 "#version 430 core"
// ES 2.0 100 "#version 100" = WebGL 1.0
// ES 3.0 300 "#version 300 es" = WebGL 2.0
//----------------------------------------
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
// GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#if defined(__EMSCRIPTEN__)
#ifndef GL_GLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES
#endif
#include <GLES2/gl2ext.h>
#endif
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
#else
#include <GLES3/gl3.h> // Use GL ES 3
#endif
#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
#define IMGL3W_IMPL
#include "imgui_impl_opengl3_loader.h"
#endif
// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
#ifndef IMGUI_IMPL_OPENGL_ES2
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
#define glBindVertexArray glBindVertexArrayOES
#define glGenVertexArrays glGenVertexArraysOES
#define glDeleteVertexArrays glDeleteVertexArraysOES
#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
#endif
// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
#ifdef GL_POLYGON_MODE
#define IMGUI_IMPL_HAS_POLYGON_MODE
#endif
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
#endif
// Desktop GL 3.3+ has glBindSampler()
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
#endif
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
#endif
// Desktop GL use extension detection
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
#endif
// OpenGL Data
struct ImGui_ImplOpenGL3_Data
{
GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
GLuint FontTexture;
GLuint ShaderHandle;
GLint AttribLocationTex; // Uniforms location
GLint AttribLocationProjMtx;
GLuint AttribLocationVtxPos; // Vertex attributes location
GLuint AttribLocationVtxUV;
GLuint AttribLocationVtxColor;
unsigned int VboHandle, ElementsHandle;
GLsizeiptr VertexBufferSize;
GLsizeiptr IndexBufferSize;
bool HasClipOrigin;
ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Initialize our loader
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
if (imgl3wInit() != 0)
{
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
return false;
}
#endif
// Setup backend capabilities flags
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl3";
// Query for GL version (e.g. 320 for GL 3.2)
#if !defined(IMGUI_IMPL_OPENGL_ES2)
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major == 0 && minor == 0)
{
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
const char* gl_version = (const char*)glGetString(GL_VERSION);
sscanf(gl_version, "%d.%d", &major, &minor);
}
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
#else
bd->GlVersion = 200; // GLES 2
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
if (glsl_version == NULL)
{
#if defined(IMGUI_IMPL_OPENGL_ES2)
glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
glsl_version = "#version 300 es";
#elif defined(__APPLE__)
glsl_version = "#version 150";
#else
glsl_version = "#version 130";
#endif
}
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
strcpy(bd->GlslVersionString, glsl_version);
strcat(bd->GlslVersionString, "\n");
// Make an arbitrary GL call (we don't actually need the result)
// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
GLint current_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
// Detect extensions we support
bd->HasClipOrigin = (bd->GlVersion >= 450);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
GLint num_extensions = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
for (GLint i = 0; i < num_extensions; i++)
{
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
bd->HasClipOrigin = true;
}
#endif
return true;
}
void ImGui_ImplOpenGL3_Shutdown()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
IM_DELETE(bd);
}
void ImGui_ImplOpenGL3_NewFrame()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if (bd->GlVersion >= 310)
glDisable(GL_PRIMITIVE_RESTART);
#endif
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
#if defined(GL_CLIP_ORIGIN)
bool clip_origin_lower_left = true;
if (bd->HasClipOrigin)
{
GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
if (current_clip_origin == GL_UPPER_LEFT)
clip_origin_lower_left = false;
}
#endif
// Setup viewport, orthographic projection matrix
// 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.
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
#if defined(GL_CLIP_ORIGIN)
if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
#endif
const float ortho_projection[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
};
glUseProgram(bd->ShaderHandle);
glUniform1i(bd->AttribLocationTex, 0);
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif
(void)vertex_array_object;
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(vertex_array_object);
#endif
// Bind vertex/index buffers and setup attributes for ImDrawVert
glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
glEnableVertexAttribArray(bd->AttribLocationVtxPos);
glEnableVertexAttribArray(bd->AttribLocationVtxUV);
glEnableVertexAttribArray(bd->AttribLocationVtxColor);
glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
}
// OpenGL3 Render function.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// This is in order to be able to run within an OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
#endif
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
#endif
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
#endif
// Setup desired GL state
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
GLuint vertex_array_object = 0;
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glGenVertexArrays(1, &vertex_array_object);
#endif
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers
GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
if (bd->VertexBufferSize < vtx_buffer_size)
{
bd->VertexBufferSize = vtx_buffer_size;
glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
}
if (bd->IndexBufferSize < idx_buffer_size)
{
bd->IndexBufferSize = idx_buffer_size;
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
}
glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != NULL)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
else
#endif
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
}
}
}
// Destroy the temporary VAO
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glDeleteVertexArrays(1, &vertex_array_object);
#endif
// Restore modified GL state
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330)
glBindSampler(0, last_sampler);
#endif
glActiveTexture(last_active_texture);
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(last_vertex_array_object);
#endif
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
#endif
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
#endif
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
(void)bd; // Not all compilation paths use this
}
bool ImGui_ImplOpenGL3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Build texture atlas
unsigned char* pixels;
int width, height;
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.
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &bd->FontTexture);
glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
return true;
}
void ImGui_ImplOpenGL3_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
if (bd->FontTexture)
{
glDeleteTextures(1, &bd->FontTexture);
io.Fonts->SetTexID(0);
bd->FontTexture = 0;
}
}
// 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.
static bool CheckShader(GLuint handle, const char* desc)
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
GLint status = 0, log_length = 0;
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
if (log_length > 1)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
}
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
static bool CheckProgram(GLuint handle, const char* desc)
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
GLint status = 0, log_length = 0;
glGetProgramiv(handle, GL_LINK_STATUS, &status);
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
if (log_length > 1)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
}
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Backup GL state
GLint last_texture, last_array_buffer;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLint last_vertex_array;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#endif
// Parse GLSL version string
int glsl_version = 130;
sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
const GLchar* vertex_shader_glsl_120 =
"uniform mat4 ProjMtx;\n"
"attribute vec2 Position;\n"
"attribute vec2 UV;\n"
"attribute vec4 Color;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_130 =
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_300_es =
"precision highp float;\n"
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
"uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_410_core =
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
"uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader_glsl_120 =
"#ifdef GL_ES\n"
" precision mediump float;\n"
"#endif\n"
"uniform sampler2D Texture;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_130 =
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_300_es =
"precision mediump float;\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_410_core =
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"uniform sampler2D Texture;\n"
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
// Select shaders matching our GLSL versions
const GLchar* vertex_shader = NULL;
const GLchar* fragment_shader = NULL;
if (glsl_version < 130)
{
vertex_shader = vertex_shader_glsl_120;
fragment_shader = fragment_shader_glsl_120;
}
else if (glsl_version >= 410)
{
vertex_shader = vertex_shader_glsl_410_core;
fragment_shader = fragment_shader_glsl_410_core;
}
else if (glsl_version == 300)
{
vertex_shader = vertex_shader_glsl_300_es;
fragment_shader = fragment_shader_glsl_300_es;
}
else
{
vertex_shader = vertex_shader_glsl_130;
fragment_shader = fragment_shader_glsl_130;
}
// Create shaders
const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
glCompileShader(vert_handle);
CheckShader(vert_handle, "vertex shader");
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
glCompileShader(frag_handle);
CheckShader(frag_handle, "fragment shader");
// Link
bd->ShaderHandle = glCreateProgram();
glAttachShader(bd->ShaderHandle, vert_handle);
glAttachShader(bd->ShaderHandle, frag_handle);
glLinkProgram(bd->ShaderHandle);
CheckProgram(bd->ShaderHandle, "shader program");
glDetachShader(bd->ShaderHandle, vert_handle);
glDetachShader(bd->ShaderHandle, frag_handle);
glDeleteShader(vert_handle);
glDeleteShader(frag_handle);
bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
// Create buffers
glGenBuffers(1, &bd->VboHandle);
glGenBuffers(1, &bd->ElementsHandle);
ImGui_ImplOpenGL3_CreateFontsTexture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(last_vertex_array);
#endif
return true;
}
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
ImGui_ImplOpenGL3_DestroyFontsTexture();
}

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