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				https://github.com/Drezil/imgui.git
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	Examples: OpenGL3: cleaned up to match features of OpenGL2 example
This commit is contained in:
		@@ -20,14 +20,9 @@ static ImVec2 mousePosScale(1.0f, 1.0f);
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// Shader variables
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static int shader_handle, vert_handle, frag_handle;
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static int texture_location, ortho_location;
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static int position_location, uv_location, colour_location;
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//streaming vbo
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//we are going to use the same vertex buffer for all rendering of imgui
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//so we need to use a large enough buffer as default.
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//the buffer will be resized if needed in the rendering code, but it is not a "free" operation.
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static size_t vbo_max_size = 1000000;
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static size_t vbo_max_size = 20000;
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static unsigned int vbo_handle, vao_handle;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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@@ -65,19 +60,19 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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    glUniform1i(texture_location, 0);
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    glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
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    // we will update the buffer in full, so we need to compute the total size of the buffer.
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	// Grow our buffer according to what we need
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    size_t total_vtx_count = 0;
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    for (int n = 0; n < cmd_lists_count; n++)
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        total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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    glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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    size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
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    if (neededBufferSize > vbo_max_size)
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    {
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        vbo_max_size = neededBufferSize;
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        glBufferData(GL_ARRAY_BUFFER, total_vtx_count * sizeof(ImDrawVert), NULL, GL_STREAM_DRAW);
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        vbo_max_size = neededBufferSize + 5000;  // Grow buffer
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        glBufferData(GL_ARRAY_BUFFER, neededBufferSize, NULL, GL_STREAM_DRAW);
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    }
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	// Copy and convert all vertices into a single contiguous buffer
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    unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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    if (!buffer_data)
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        return;
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@@ -89,7 +84,6 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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    }
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    glUnmapBuffer(GL_ARRAY_BUFFER);
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    glBindBuffer(GL_ARRAY_BUFFER, 0);
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    glBindVertexArray(vao_handle);
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    int cmd_offset = 0;
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@@ -107,11 +101,11 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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        cmd_offset = vtx_offset;
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    }
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	// Restore modified state
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    glBindVertexArray(0);
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    glUseProgram(0);
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    glDisable(GL_SCISSOR_TEST);
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    glBindTexture(GL_TEXTURE_2D, 0);
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}
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static const char* ImImpl_GetClipboardTextFn()
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@@ -159,7 +153,6 @@ static void glfw_char_callback(GLFWwindow* window, unsigned int c)
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        ImGui::GetIO().AddInputCharacter((unsigned short)c);
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}
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// OpenGL code based on http://open.gl tutorials
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void InitGL()
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{
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@@ -183,35 +176,33 @@ void InitGL()
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    GLenum err = glewInit();
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    if (GLEW_OK != err)
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    {
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        fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
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    }
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    const GLchar *vertex_shader =   \
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                                    "#version 330\n"
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                                    "uniform mat4 ortho;\n"
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                                    "in vec2 Position;\n"
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                                    "in vec2 UV;\n"
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                                    "in vec4 Colour;\n"
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                                    "out vec2 Frag_UV;\n"
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                                    "out vec4 Frag_Colour;\n"
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                                    "void main()\n"
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                                    "{\n"
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                                    "	Frag_UV = UV;\n"
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                                    "	Frag_Colour = Colour;\n"
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                                    "	gl_Position = ortho*vec4(Position.xy,0,1);\n"
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                                    "}\n";
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    const GLchar *vertex_shader =
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		"#version 330\n"
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		"uniform mat4 ortho;\n"
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		"in vec2 Position;\n"
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		"in vec2 UV;\n"
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		"in vec4 Colour;\n"
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		"out vec2 Frag_UV;\n"
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		"out vec4 Frag_Colour;\n"
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		"void main()\n"
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		"{\n"
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		"	Frag_UV = UV;\n"
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		"	Frag_Colour = Colour;\n"
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		"	gl_Position = ortho*vec4(Position.xy,0,1);\n"
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		"}\n";
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    const GLchar* fragment_shader = \
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                                    "#version 330\n"
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                                    "uniform sampler2D Texture;\n"
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                                    "in vec2 Frag_UV;\n"
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                                    "in vec4 Frag_Colour;\n"
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                                    "out vec4 FragColor;\n"
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                                    "void main()\n"
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                                    "{\n"
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                                    "	FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
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                                    "}\n";
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    const GLchar* fragment_shader =
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		"#version 330\n"
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		"uniform sampler2D Texture;\n"
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		"in vec2 Frag_UV;\n"
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		"in vec4 Frag_Colour;\n"
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		"out vec4 FragColor;\n"
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		"void main()\n"
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		"{\n"
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		"	FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
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		"}\n";
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    shader_handle = glCreateProgram();
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    vert_handle = glCreateShader(GL_VERTEX_SHADER);
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@@ -246,20 +237,22 @@ void InitGL()
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    glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, col));
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    glBindVertexArray(0);
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    glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void InitImGui()
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{
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    int w, h;
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    glfwGetWindowSize(window, &w, &h);
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	int w, h;
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	int display_w, display_h;
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	glfwGetWindowSize(window, &w, &h);
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	glfwGetFramebufferSize(window, &display_w, &display_h);
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	mousePosScale.x = (float)display_w / w;                       // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
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	mousePosScale.y = (float)display_h / h;
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    ImGuiIO& io = ImGui::GetIO();
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    io.DisplaySize = ImVec2((float)w, (float)h);        // Display size, in pixels. For clamping windows positions.
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    io.DeltaTime = 1.0f / 60.0f;                        // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
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    io.PixelCenterOffset = 0.5f;                        // Align OpenGL texels
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    io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;             // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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    io.DisplaySize = ImVec2((float)display_w, (float)display_h);  // Display size, in pixels. For clamping windows positions.
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    io.DeltaTime = 1.0f / 60.0f;                                  // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
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    io.PixelCenterOffset = 0.5f;                                  // Align OpenGL texels
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    io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;                       // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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    io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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    io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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    io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
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@@ -309,9 +302,9 @@ void UpdateImGui()
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    // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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    double mouse_x, mouse_y;
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    glfwGetCursorPos(window, &mouse_x, &mouse_y);
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    io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);                           // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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    io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
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    io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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	io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y);      // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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	io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;  // 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.
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	io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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    // Start the frame
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    ImGui::NewFrame();
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@@ -330,50 +323,54 @@ int main(int argc, char** argv)
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        glfwPollEvents();
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        UpdateImGui();
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        // Create a simple window
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        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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        static bool show_test_window = true;
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        static bool show_another_window = false;
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        static float f;
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        ImGui::Text("Hello, world!");
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        ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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        show_test_window ^= ImGui::Button("Test Window");
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        show_another_window ^= ImGui::Button("Another Window");
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		static bool show_test_window = true;
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		static bool show_another_window = false;
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        // Calculate and show framerate
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        static float ms_per_frame[120] = { 0 };
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        static int ms_per_frame_idx = 0;
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        static float ms_per_frame_accum = 0.0f;
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        ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
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        ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
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        ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
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        ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
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        const float ms_per_frame_avg = ms_per_frame_accum / 120;
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        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
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		// 1. Show a simple window
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		// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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		{
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			static float f;
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			ImGui::Text("Hello, world!");
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			ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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			show_test_window ^= ImGui::Button("Test Window");
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			show_another_window ^= ImGui::Button("Another Window");
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        // Show the ImGui test window
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        // Most of user example code is in ImGui::ShowTestWindow()
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        if (show_test_window)
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        {
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            ImGui::SetNewWindowDefaultPos(ImVec2(650, 20));        // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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            ImGui::ShowTestWindow(&show_test_window);
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        }
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			// Calculate and show frame rate
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			static float ms_per_frame[120] = { 0 };
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			static int ms_per_frame_idx = 0;
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			static float ms_per_frame_accum = 0.0f;
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			ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
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			ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
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			ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
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			ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
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			const float ms_per_frame_avg = ms_per_frame_accum / 120;
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			ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
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		}
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        // Show another simple window
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        if (show_another_window)
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        {
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            ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
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            ImGui::Text("Hello");
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            ImGui::End();
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        }
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		// 2. Show another simple window, this time using an explicit Begin/End pair
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		if (show_another_window)
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		{
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			ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
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			ImGui::Text("Hello");
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			ImGui::End();
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		}
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        // Rendering
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		// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
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		if (show_test_window)
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		{
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			ImGui::SetNewWindowDefaultPos(ImVec2(650, 20));        // Normally user code doesn't need/want to call this, because positions are saved in .ini file. Here we just want to make the demo initial state a bit more friendly!
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			ImGui::ShowTestWindow(&show_test_window);
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		}
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		// Rendering
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        glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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        glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
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        glClear(GL_COLOR_BUFFER_BIT);
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        ImGui::Render();
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        glfwSwapBuffers(window);
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    }
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	// Cleanup
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    if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
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    if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
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    glDetachShader(shader_handle, vert_handle);
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@@ -305,7 +305,9 @@ int main(int argc, char** argv)
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        glfwSwapBuffers(window);
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    }
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	// Cleanup
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    ImGui::Shutdown();
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    glfwTerminate();
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    return 0;
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	return 0;
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}
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