2018-02-21 22:05:17 +00:00
// ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
2018-02-18 20:09:28 +00:00
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
2018-02-20 15:18:02 +00:00
// 2018-XX-XX: OpenGL: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
// 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)
2018-02-18 20:09:28 +00:00
2018-01-29 13:38:46 +00:00
# include "imgui.h"
2018-02-16 20:38:38 +00:00
# include "imgui_impl_opengl3.h"
# include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
2018-02-20 15:18:02 +00:00
// OpenGL Data
2015-03-09 15:02:22 +00:00
static GLuint g_FontTexture = 0 ;
2015-03-09 12:16:29 +00:00
static int g_ShaderHandle = 0 , g_VertHandle = 0 , g_FragHandle = 0 ;
static int g_AttribLocationTex = 0 , g_AttribLocationProjMtx = 0 ;
static int g_AttribLocationPosition = 0 , g_AttribLocationUV = 0 , g_AttribLocationColor = 0 ;
2015-07-19 15:56:14 +00:00
static unsigned int g_VboHandle = 0 , g_VaoHandle = 0 , g_ElementsHandle = 0 ;
2015-03-09 11:59:23 +00:00
2018-02-16 21:01:48 +00:00
// Functions
2018-02-16 20:38:38 +00:00
bool ImGui_ImplOpenGL3_Init ( )
{
return true ;
}
void ImGui_ImplOpenGL3_Shutdown ( )
{
ImGui_ImplOpenGL3_DestroyDeviceObjects ( ) ;
}
void ImGui_ImplOpenGL3_NewFrame ( )
{
if ( ! g_FontTexture )
ImGui_ImplOpenGL3_CreateDeviceObjects ( ) ;
}
2018-02-16 18:18:16 +00:00
// 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)
2017-09-01 14:55:04 +00:00
// 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.
2018-02-16 20:38:38 +00:00
void ImGui_ImplOpenGL3_RenderDrawData ( ImDrawData * draw_data )
2015-03-09 11:59:23 +00:00
{
2016-03-06 09:46:57 +00:00
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO & io = ImGui : : GetIO ( ) ;
int fb_width = ( int ) ( io . DisplaySize . x * io . DisplayFramebufferScale . x ) ;
int fb_height = ( int ) ( io . DisplaySize . y * io . DisplayFramebufferScale . y ) ;
if ( fb_width = = 0 | | fb_height = = 0 )
return ;
draw_data - > ScaleClipRects ( io . DisplayFramebufferScale ) ;
2015-08-29 16:44:52 +00:00
// Backup GL state
2017-05-17 19:42:34 +00:00
GLenum last_active_texture ; glGetIntegerv ( GL_ACTIVE_TEXTURE , ( GLint * ) & last_active_texture ) ;
2017-04-26 16:16:59 +00:00
glActiveTexture ( GL_TEXTURE0 ) ;
2015-09-27 20:21:11 +00:00
GLint last_program ; glGetIntegerv ( GL_CURRENT_PROGRAM , & last_program ) ;
GLint last_texture ; glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
2017-05-16 23:43:59 +00:00
GLint last_sampler ; glGetIntegerv ( GL_SAMPLER_BINDING , & last_sampler ) ;
2015-09-27 20:21:11 +00:00
GLint last_array_buffer ; glGetIntegerv ( GL_ARRAY_BUFFER_BINDING , & last_array_buffer ) ;
GLint last_element_array_buffer ; glGetIntegerv ( GL_ELEMENT_ARRAY_BUFFER_BINDING , & last_element_array_buffer ) ;
GLint last_vertex_array ; glGetIntegerv ( GL_VERTEX_ARRAY_BINDING , & last_vertex_array ) ;
2017-09-01 08:39:12 +00:00
GLint last_polygon_mode [ 2 ] ; glGetIntegerv ( GL_POLYGON_MODE , last_polygon_mode ) ;
2017-08-11 16:46:58 +00:00
GLint last_viewport [ 4 ] ; glGetIntegerv ( GL_VIEWPORT , last_viewport ) ;
GLint last_scissor_box [ 4 ] ; glGetIntegerv ( GL_SCISSOR_BOX , last_scissor_box ) ;
2017-05-17 19:42:34 +00:00
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 ) ;
2015-10-30 14:57:03 +00:00
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_scissor_test = glIsEnabled ( GL_SCISSOR_TEST ) ;
2015-08-29 16:44:52 +00:00
2017-09-01 08:39:12 +00:00
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
2015-03-09 11:59:23 +00:00
glEnable ( GL_BLEND ) ;
glBlendEquation ( GL_FUNC_ADD ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glEnable ( GL_SCISSOR_TEST ) ;
2017-09-01 08:39:12 +00:00
glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ;
2015-03-09 11:59:23 +00:00
2015-10-30 14:44:47 +00:00
// Setup viewport, orthographic projection matrix
2018-02-18 20:09:28 +00:00
// Our visible imgui space lies from io.DisplayPos (top left) to io.DisplayPos+io.DisplaySize (bottom right). io.DisplayPos is typically (0,0) for single viewport applications.
2015-12-19 19:54:23 +00:00
glViewport ( 0 , 0 , ( GLsizei ) fb_width , ( GLsizei ) fb_height ) ;
2018-02-18 20:09:28 +00:00
float L = io . DisplayPos . x ;
float R = io . DisplayPos . x + io . DisplaySize . x ;
float T = io . DisplayPos . y ;
float B = io . DisplayPos . y + io . DisplaySize . y ;
2015-03-09 11:59:23 +00:00
const float ortho_projection [ 4 ] [ 4 ] =
{
2018-02-18 20:09:28 +00:00
{ 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 } ,
2015-03-09 11:59:23 +00:00
} ;
2015-03-09 12:16:29 +00:00
glUseProgram ( g_ShaderHandle ) ;
glUniform1i ( g_AttribLocationTex , 0 ) ;
glUniformMatrix4fv ( g_AttribLocationProjMtx , 1 , GL_FALSE , & ortho_projection [ 0 ] [ 0 ] ) ;
glBindVertexArray ( g_VaoHandle ) ;
2017-09-01 14:55:04 +00:00
glBindSampler ( 0 , 0 ) ; // Rely on combined texture/sampler state.
2015-03-09 11:59:23 +00:00
2015-07-08 02:17:07 +00:00
for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
2015-03-09 11:59:23 +00:00
{
2015-07-08 02:17:07 +00:00
const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
2015-07-19 15:56:14 +00:00
const ImDrawIdx * idx_buffer_offset = 0 ;
2015-04-09 20:05:35 +00:00
2015-07-08 14:27:36 +00:00
glBindBuffer ( GL_ARRAY_BUFFER , g_VboHandle ) ;
2016-11-11 17:40:13 +00:00
glBufferData ( GL_ARRAY_BUFFER , ( GLsizeiptr ) cmd_list - > VtxBuffer . Size * sizeof ( ImDrawVert ) , ( const GLvoid * ) cmd_list - > VtxBuffer . Data , GL_STREAM_DRAW ) ;
2015-07-08 14:27:36 +00:00
2015-07-19 15:56:14 +00:00
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , g_ElementsHandle ) ;
2016-11-11 17:40:13 +00:00
glBufferData ( GL_ELEMENT_ARRAY_BUFFER , ( GLsizeiptr ) cmd_list - > IdxBuffer . Size * sizeof ( ImDrawIdx ) , ( const GLvoid * ) cmd_list - > IdxBuffer . Data , GL_STREAM_DRAW ) ;
2015-07-19 15:56:14 +00:00
2016-09-03 17:24:57 +00:00
for ( int cmd_i = 0 ; cmd_i < cmd_list - > CmdBuffer . Size ; cmd_i + + )
2015-03-09 11:59:23 +00:00
{
2016-09-03 17:24:57 +00:00
const ImDrawCmd * pcmd = & cmd_list - > CmdBuffer [ cmd_i ] ;
2015-07-08 02:17:07 +00:00
if ( pcmd - > UserCallback )
2015-03-09 15:26:58 +00:00
{
2018-02-18 20:09:28 +00:00
// User callback (registered via ImDrawList::AddCallback)
2015-07-08 02:17:07 +00:00
pcmd - > UserCallback ( cmd_list , pcmd ) ;
2015-03-09 15:26:58 +00:00
}
else
{
2018-02-18 20:09:28 +00:00
ImVec4 clip_rect = ImVec4 ( pcmd - > ClipRect . x - io . DisplayPos . x , pcmd - > ClipRect . y - io . DisplayPos . y , pcmd - > ClipRect . z - io . DisplayPos . x , pcmd - > ClipRect . w - io . DisplayPos . y ) ;
if ( clip_rect . x < fb_width & & clip_rect . y < fb_height & & clip_rect . z > = 0.0f & & clip_rect . w > = 0.0f )
{
// Apply scissor/clipping rectangle
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 ) ) ;
// Bind texture, Draw
glBindTexture ( GL_TEXTURE_2D , ( GLuint ) ( intptr_t ) pcmd - > TextureId ) ;
glDrawElements ( GL_TRIANGLES , ( GLsizei ) pcmd - > ElemCount , sizeof ( ImDrawIdx ) = = 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT , idx_buffer_offset ) ;
}
2015-03-09 15:26:58 +00:00
}
2015-07-19 15:56:14 +00:00
idx_buffer_offset + = pcmd - > ElemCount ;
2015-03-09 11:59:23 +00:00
}
}
2015-08-29 16:44:52 +00:00
// Restore modified GL state
2015-04-15 09:14:51 +00:00
glUseProgram ( last_program ) ;
glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
2017-05-16 23:43:59 +00:00
glBindSampler ( 0 , last_sampler ) ;
2017-04-26 16:16:59 +00:00
glActiveTexture ( last_active_texture ) ;
2016-02-15 09:55:20 +00:00
glBindVertexArray ( last_vertex_array ) ;
2015-08-29 16:44:52 +00:00
glBindBuffer ( GL_ARRAY_BUFFER , last_array_buffer ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , last_element_array_buffer ) ;
2015-10-30 14:57:03 +00:00
glBlendEquationSeparate ( last_blend_equation_rgb , last_blend_equation_alpha ) ;
2017-05-01 07:05:45 +00:00
glBlendFuncSeparate ( last_blend_src_rgb , last_blend_dst_rgb , last_blend_src_alpha , last_blend_dst_alpha ) ;
2015-10-30 14:57:03 +00:00
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_scissor_test ) glEnable ( GL_SCISSOR_TEST ) ; else glDisable ( GL_SCISSOR_TEST ) ;
2018-02-20 15:18:02 +00:00
glPolygonMode ( GL_FRONT_AND_BACK , ( GLenum ) last_polygon_mode [ 0 ] ) ;
2015-10-30 14:44:47 +00:00
glViewport ( last_viewport [ 0 ] , last_viewport [ 1 ] , ( GLsizei ) last_viewport [ 2 ] , ( GLsizei ) last_viewport [ 3 ] ) ;
2016-09-05 21:39:52 +00:00
glScissor ( last_scissor_box [ 0 ] , last_scissor_box [ 1 ] , ( GLsizei ) last_scissor_box [ 2 ] , ( GLsizei ) last_scissor_box [ 3 ] ) ;
2015-03-09 11:59:23 +00:00
}
2018-02-16 20:38:38 +00:00
bool ImGui_ImplOpenGL3_CreateFontsTexture ( )
2015-03-09 11:59:23 +00:00
{
2015-09-09 13:15:17 +00:00
// Build texture atlas
2015-11-29 14:54:05 +00:00
ImGuiIO & io = ImGui : : GetIO ( ) ;
2015-03-09 11:59:23 +00:00
unsigned char * pixels ;
int width , height ;
2016-09-10 15:43:07 +00:00
io . Fonts - > GetTexDataAsRGBA32 ( & pixels , & width , & height ) ; // Load as RGBA 32-bits (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.
2015-03-09 11:59:23 +00:00
2015-11-29 14:54:05 +00:00
// Upload texture to graphics system
GLint last_texture ;
glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
2015-03-09 15:02:22 +00:00
glGenTextures ( 1 , & g_FontTexture ) ;
glBindTexture ( GL_TEXTURE_2D , g_FontTexture ) ;
2015-03-09 11:59:23 +00:00
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
2018-02-16 22:19:38 +00:00
glPixelStorei ( GL_UNPACK_ROW_LENGTH , 0 ) ;
2015-03-09 11:59:23 +00:00
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , width , height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , pixels ) ;
// Store our identifier
2015-03-09 15:02:22 +00:00
io . Fonts - > TexID = ( void * ) ( intptr_t ) g_FontTexture ;
2015-05-12 14:16:12 +00:00
2015-11-29 14:54:05 +00:00
// Restore state
glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
return true ;
2015-03-09 11:59:23 +00:00
}
2018-02-16 20:38:38 +00:00
void ImGui_ImplOpenGL3_DestroyFontsTexture ( )
{
if ( g_FontTexture )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
glDeleteTextures ( 1 , & g_FontTexture ) ;
io . Fonts - > TexID = 0 ;
g_FontTexture = 0 ;
}
}
bool ImGui_ImplOpenGL3_CreateDeviceObjects ( )
2015-03-09 11:59:23 +00:00
{
2015-08-29 16:44:52 +00:00
// Backup GL state
GLint last_texture , last_array_buffer , last_vertex_array ;
glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
glGetIntegerv ( GL_ARRAY_BUFFER_BINDING , & last_array_buffer ) ;
glGetIntegerv ( GL_VERTEX_ARRAY_BINDING , & last_vertex_array ) ;
2018-02-16 20:38:38 +00:00
// Create shaders
2015-03-09 11:59:23 +00:00
const GLchar * vertex_shader =
2018-01-07 18:06:20 +00:00
" #version 150 \n "
2015-03-09 11:59:23 +00:00
" 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 * fragment_shader =
2018-01-07 18:06:20 +00:00
" #version 150 \n "
2015-03-09 11:59:23 +00:00
" 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 " ;
2015-03-09 12:16:29 +00:00
g_ShaderHandle = glCreateProgram ( ) ;
g_VertHandle = glCreateShader ( GL_VERTEX_SHADER ) ;
g_FragHandle = glCreateShader ( GL_FRAGMENT_SHADER ) ;
glShaderSource ( g_VertHandle , 1 , & vertex_shader , 0 ) ;
glShaderSource ( g_FragHandle , 1 , & fragment_shader , 0 ) ;
glCompileShader ( g_VertHandle ) ;
glCompileShader ( g_FragHandle ) ;
glAttachShader ( g_ShaderHandle , g_VertHandle ) ;
glAttachShader ( g_ShaderHandle , g_FragHandle ) ;
glLinkProgram ( g_ShaderHandle ) ;
g_AttribLocationTex = glGetUniformLocation ( g_ShaderHandle , " Texture " ) ;
g_AttribLocationProjMtx = glGetUniformLocation ( g_ShaderHandle , " ProjMtx " ) ;
g_AttribLocationPosition = glGetAttribLocation ( g_ShaderHandle , " Position " ) ;
g_AttribLocationUV = glGetAttribLocation ( g_ShaderHandle , " UV " ) ;
g_AttribLocationColor = glGetAttribLocation ( g_ShaderHandle , " Color " ) ;
glGenBuffers ( 1 , & g_VboHandle ) ;
2015-07-19 15:56:14 +00:00
glGenBuffers ( 1 , & g_ElementsHandle ) ;
2015-03-09 12:16:29 +00:00
glGenVertexArrays ( 1 , & g_VaoHandle ) ;
glBindVertexArray ( g_VaoHandle ) ;
glBindBuffer ( GL_ARRAY_BUFFER , g_VboHandle ) ;
glEnableVertexAttribArray ( g_AttribLocationPosition ) ;
glEnableVertexAttribArray ( g_AttribLocationUV ) ;
glEnableVertexAttribArray ( g_AttribLocationColor ) ;
2015-03-09 11:59:23 +00:00
2018-01-05 21:05:02 +00:00
glVertexAttribPointer ( g_AttribLocationPosition , 2 , GL_FLOAT , GL_FALSE , sizeof ( ImDrawVert ) , ( GLvoid * ) IM_OFFSETOF ( ImDrawVert , pos ) ) ;
glVertexAttribPointer ( g_AttribLocationUV , 2 , GL_FLOAT , GL_FALSE , sizeof ( ImDrawVert ) , ( GLvoid * ) IM_OFFSETOF ( ImDrawVert , uv ) ) ;
glVertexAttribPointer ( g_AttribLocationColor , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof ( ImDrawVert ) , ( GLvoid * ) IM_OFFSETOF ( ImDrawVert , col ) ) ;
2015-03-09 15:02:22 +00:00
2018-02-16 20:38:38 +00:00
ImGui_ImplOpenGL3_CreateFontsTexture ( ) ;
2015-03-09 15:02:22 +00:00
2015-08-29 16:44:52 +00:00
// Restore modified GL state
glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
glBindBuffer ( GL_ARRAY_BUFFER , last_array_buffer ) ;
glBindVertexArray ( last_vertex_array ) ;
2015-03-09 15:02:22 +00:00
return true ;
2015-03-09 11:59:23 +00:00
}
2018-02-16 20:38:38 +00:00
void ImGui_ImplOpenGL3_DestroyDeviceObjects ( )
2015-11-08 22:52:25 +00:00
{
if ( g_VaoHandle ) glDeleteVertexArrays ( 1 , & g_VaoHandle ) ;
if ( g_VboHandle ) glDeleteBuffers ( 1 , & g_VboHandle ) ;
if ( g_ElementsHandle ) glDeleteBuffers ( 1 , & g_ElementsHandle ) ;
g_VaoHandle = g_VboHandle = g_ElementsHandle = 0 ;
2016-10-01 12:59:28 +00:00
if ( g_ShaderHandle & & g_VertHandle ) glDetachShader ( g_ShaderHandle , g_VertHandle ) ;
if ( g_VertHandle ) glDeleteShader ( g_VertHandle ) ;
2015-11-08 22:52:25 +00:00
g_VertHandle = 0 ;
2016-10-01 12:59:28 +00:00
if ( g_ShaderHandle & & g_FragHandle ) glDetachShader ( g_ShaderHandle , g_FragHandle ) ;
if ( g_FragHandle ) glDeleteShader ( g_FragHandle ) ;
2015-11-08 22:52:25 +00:00
g_FragHandle = 0 ;
2016-10-01 12:59:28 +00:00
if ( g_ShaderHandle ) glDeleteProgram ( g_ShaderHandle ) ;
2015-11-08 22:52:25 +00:00
g_ShaderHandle = 0 ;
2018-02-16 20:38:38 +00:00
ImGui_ImplOpenGL3_DestroyFontsTexture ( ) ;
2015-03-09 11:59:23 +00:00
}