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	Big example binding refactor (manually imported from Viewport branch, stripped out of Viewport code). (#1870)
Read examples/README.txt for some details. ImDrawData: Added DisplayPos, DisplaySize fields honored by all backends (not strictly necessary to honor just now, but doing it to be ahead)
This commit is contained in:
		
							
								
								
									
										318
									
								
								examples/imgui_impl_opengl3.cpp
									
									
									
									
									
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										318
									
								
								examples/imgui_impl_opengl3.cpp
									
									
									
									
									
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							@@ -0,0 +1,318 @@
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// ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// (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..)
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// Implemented features:
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//  [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// CHANGELOG 
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// (minor and older changes stripped away, please see git history for details)
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//  2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
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//  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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//  2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
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//  2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
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//  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".
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//  2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
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//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
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//  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
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//  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
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//  2017-05-01: OpenGL: Fixed save and restore of current blend func state.
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//  2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
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//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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//  2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#include "imgui.h"
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#include "imgui_impl_opengl3.h"
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#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.
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// OpenGL Data
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static char         g_GlslVersion[32] = "#version 150";
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static GLuint       g_FontTexture = 0;
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static int          g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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		||||
static int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
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static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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// Functions
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bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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    // 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.
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    if (glsl_version == NULL)
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        glsl_version = "#version 150";
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    IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
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    strcpy(g_GlslVersion, glsl_version);
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    strcat(g_GlslVersion, "\n");
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    return true;
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}
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		||||
void    ImGui_ImplOpenGL3_Shutdown()
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		||||
{
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    ImGui_ImplOpenGL3_DestroyDeviceObjects();
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		||||
}
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		||||
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		||||
void    ImGui_ImplOpenGL3_NewFrame()
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		||||
{
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		||||
    if (!g_FontTexture)
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		||||
        ImGui_ImplOpenGL3_CreateDeviceObjects();
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		||||
}
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// OpenGL3 Render function.
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		||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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		||||
// 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. 
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void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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		||||
{
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		||||
    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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		||||
    ImGuiIO& io = ImGui::GetIO();
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		||||
    int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
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		||||
    int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
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		||||
    if (fb_width <= 0 || fb_height <= 0)
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		||||
        return;
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    draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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		||||
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		||||
    // Backup GL state
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		||||
    GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
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		||||
    glActiveTexture(GL_TEXTURE0);
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		||||
    GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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		||||
    GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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		||||
    GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
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    GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
 | 
			
		||||
    GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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    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);
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		||||
    GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
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		||||
    GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
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		||||
    GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
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		||||
    GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
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    GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
 | 
			
		||||
    GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
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    GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
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    GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
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    GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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    glEnable(GL_BLEND);
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    glBlendEquation(GL_FUNC_ADD);
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    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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    glDisable(GL_CULL_FACE);
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    glDisable(GL_DEPTH_TEST);
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    glEnable(GL_SCISSOR_TEST);
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    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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    // Setup viewport, orthographic projection matrix
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		||||
    // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
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		||||
    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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    float L = draw_data->DisplayPos.x;
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    float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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		||||
    float T = draw_data->DisplayPos.y;
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    float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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    const float ortho_projection[4][4] =
 | 
			
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    {
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		||||
        { 2.0f/(R-L),   0.0f,         0.0f,   0.0f },
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        { 0.0f,         2.0f/(T-B),   0.0f,   0.0f },
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		||||
        { 0.0f,         0.0f,        -1.0f,   0.0f },
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        { (R+L)/(L-R),  (T+B)/(B-T),  0.0f,   1.0f },
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		||||
    };
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    glUseProgram(g_ShaderHandle);
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    glUniform1i(g_AttribLocationTex, 0);
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    glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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    if (glBindSampler) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
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		||||
    // Recreate the VAO every time 
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		||||
    // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
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		||||
    GLuint vao_handle = 0;
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    glGenVertexArrays(1, &vao_handle);
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    glBindVertexArray(vao_handle);
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    glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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    glEnableVertexAttribArray(g_AttribLocationPosition);
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    glEnableVertexAttribArray(g_AttribLocationUV);
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    glEnableVertexAttribArray(g_AttribLocationColor);
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    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));
 | 
			
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    glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
 | 
			
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    // Draw
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    ImVec2 pos = draw_data->DisplayPos;
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		||||
    for (int n = 0; n < draw_data->CmdListsCount; n++)
 | 
			
		||||
    {
 | 
			
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        const ImDrawList* cmd_list = draw_data->CmdLists[n];
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		||||
        const ImDrawIdx* idx_buffer_offset = 0;
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        glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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        glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
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        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
 | 
			
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        glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
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		||||
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        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
 | 
			
		||||
        {
 | 
			
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            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
 | 
			
		||||
            if (pcmd->UserCallback)
 | 
			
		||||
            {
 | 
			
		||||
                // User callback (registered via ImDrawList::AddCallback)
 | 
			
		||||
                pcmd->UserCallback(cmd_list, pcmd);
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		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
 | 
			
		||||
                if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
 | 
			
		||||
                {
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		||||
                    // 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));
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		||||
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		||||
                    // 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);
 | 
			
		||||
                }
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		||||
            }
 | 
			
		||||
            idx_buffer_offset += pcmd->ElemCount;
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        }
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		||||
    }
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    glDeleteVertexArrays(1, &vao_handle);
 | 
			
		||||
 | 
			
		||||
    // Restore modified GL state
 | 
			
		||||
    glUseProgram(last_program);
 | 
			
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    glBindTexture(GL_TEXTURE_2D, last_texture);
 | 
			
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    if (glBindSampler) glBindSampler(0, last_sampler);
 | 
			
		||||
    glActiveTexture(last_active_texture);
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		||||
    glBindVertexArray(last_vertex_array);
 | 
			
		||||
    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_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
 | 
			
		||||
    glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
 | 
			
		||||
    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]);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
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bool ImGui_ImplOpenGL3_CreateFontsTexture()
 | 
			
		||||
{
 | 
			
		||||
    // Build texture atlas
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    unsigned char* pixels;
 | 
			
		||||
    int width, height;
 | 
			
		||||
    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.
 | 
			
		||||
 | 
			
		||||
    // Upload texture to graphics system
 | 
			
		||||
    GLint last_texture;
 | 
			
		||||
    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
 | 
			
		||||
    glGenTextures(1, &g_FontTexture);
 | 
			
		||||
    glBindTexture(GL_TEXTURE_2D, g_FontTexture);
 | 
			
		||||
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | 
			
		||||
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 | 
			
		||||
    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
 | 
			
		||||
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
 | 
			
		||||
 | 
			
		||||
    // Store our identifier
 | 
			
		||||
    io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
 | 
			
		||||
 | 
			
		||||
    // Restore state
 | 
			
		||||
    glBindTexture(GL_TEXTURE_2D, last_texture);
 | 
			
		||||
 | 
			
		||||
    return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
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()
 | 
			
		||||
{
 | 
			
		||||
    // 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);
 | 
			
		||||
 | 
			
		||||
    // Create shaders
 | 
			
		||||
    const GLchar *vertex_shader =
 | 
			
		||||
        "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 =
 | 
			
		||||
        "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* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
 | 
			
		||||
    const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
 | 
			
		||||
 | 
			
		||||
    g_ShaderHandle = glCreateProgram();
 | 
			
		||||
    g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
 | 
			
		||||
    g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
 | 
			
		||||
    glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
 | 
			
		||||
    glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
 | 
			
		||||
    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);
 | 
			
		||||
    glGenBuffers(1, &g_ElementsHandle);
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplOpenGL3_CreateFontsTexture();
 | 
			
		||||
 | 
			
		||||
    // Restore modified GL state
 | 
			
		||||
    glBindTexture(GL_TEXTURE_2D, last_texture);
 | 
			
		||||
    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
 | 
			
		||||
    glBindVertexArray(last_vertex_array);
 | 
			
		||||
 | 
			
		||||
    return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void    ImGui_ImplOpenGL3_DestroyDeviceObjects()
 | 
			
		||||
{
 | 
			
		||||
    if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
 | 
			
		||||
    if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
 | 
			
		||||
    g_VboHandle = g_ElementsHandle = 0;
 | 
			
		||||
 | 
			
		||||
    if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
 | 
			
		||||
    if (g_VertHandle) glDeleteShader(g_VertHandle);
 | 
			
		||||
    g_VertHandle = 0;
 | 
			
		||||
 | 
			
		||||
    if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
 | 
			
		||||
    if (g_FragHandle) glDeleteShader(g_FragHandle);
 | 
			
		||||
    g_FragHandle = 0;
 | 
			
		||||
 | 
			
		||||
    if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
 | 
			
		||||
    g_ShaderHandle = 0;
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplOpenGL3_DestroyFontsTexture();
 | 
			
		||||
}
 | 
			
		||||
		Reference in New Issue
	
	Block a user