1 // ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline)
2 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
3 // (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..)
4 
5 // Implemented features:
6 //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
7 
8 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
9 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
10 // https://github.com/ocornut/imgui
11 
12 // CHANGELOG
13 // (minor and older changes stripped away, please see git history for details)
14 //  2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
15 //  2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
16 //  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
17 //  2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
18 //  2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
19 //  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".
20 //  2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
21 //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
22 //  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
23 //  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
24 //  2017-05-01: OpenGL: Fixed save and restore of current blend func state.
25 //  2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
26 //  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
27 //  2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
28 
29 //----------------------------------------
30 // OpenGL    GLSL      GLSL
31 // version   version   string
32 //----------------------------------------
33 //  2.0       110       "#version 110"
34 //  2.1       120
35 //  3.0       130
36 //  3.1       140
37 //  3.2       150       "#version 150"
38 //  3.3       330
39 //  4.0       400
40 //  4.1       410
41 //  4.2       420
42 //  4.3       430
43 //  ES 2.0    100       "#version 100"
44 //  ES 3.0    300       "#version 300 es"
45 //----------------------------------------
46 
47 #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
48 #define _CRT_SECURE_NO_WARNINGS
49 #endif
50 
51 #include "imgui/imgui.h"
52 #include "imgui_impl_opengl3.h"
53 #include <stdio.h>
54 #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
55 #include <stddef.h>     // intptr_t
56 #else
57 #include <stdint.h>     // intptr_t
58 #endif
59 
60 #include <epoxy/gl.h>
61 //#include "gl3w.h"    // This example is using gl3w to access OpenGL functions. You may use another OpenGL loader/header such as: glew, glext, glad, glLoadGen, etc.
62 //#include <glew.h>
63 //#include <glext.h>
64 //#include <glad/glad.h>
65 
66 // OpenGL Data
67 static char         g_GlslVersionString[32] = "";
68 static GLuint       g_FontTexture = 0;
69 static GLuint       g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
70 static int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
71 static int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
72 static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
73 
74 // Functions
ImGui_ImplOpenGL3_Init(const char * glsl_version)75 bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
76 {
77     // 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.
78     if (glsl_version == NULL)
79         glsl_version = "#version 130";
80     IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
81     strcpy(g_GlslVersionString, glsl_version);
82     strcat(g_GlslVersionString, "\n");
83     return true;
84 }
85 
ImGui_ImplOpenGL3_Shutdown()86 void    ImGui_ImplOpenGL3_Shutdown()
87 {
88     ImGui_ImplOpenGL3_DestroyDeviceObjects();
89 }
90 
ImGui_ImplOpenGL3_NewFrame()91 void    ImGui_ImplOpenGL3_NewFrame()
92 {
93     if (!g_FontTexture)
94         ImGui_ImplOpenGL3_CreateDeviceObjects();
95 }
96 
97 // OpenGL3 Render function.
98 // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
99 // 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.
ImGui_ImplOpenGL3_RenderDrawData(ImDrawData * draw_data)100 void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
101 {
102     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
103     ImGuiIO& io = ImGui::GetIO();
104     int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
105     int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
106     if (fb_width <= 0 || fb_height <= 0)
107         return;
108     draw_data->ScaleClipRects(io.DisplayFramebufferScale);
109 
110     // Backup GL state
111     GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
112     glActiveTexture(GL_TEXTURE0);
113     GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
114     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
115     GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
116     GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
117     GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
118     GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
119     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
120     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
121     GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
122     GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
123     GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
124     GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
125     GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
126     GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
127     GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
128     GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
129     GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
130     GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
131 
132     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
133     glEnable(GL_BLEND);
134     glBlendEquation(GL_FUNC_ADD);
135     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
136     glDisable(GL_CULL_FACE);
137     glDisable(GL_DEPTH_TEST);
138     glEnable(GL_SCISSOR_TEST);
139     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
140 
141     // Setup viewport, orthographic projection matrix
142     // 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.
143     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
144     float L = draw_data->DisplayPos.x;
145     float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
146     float T = draw_data->DisplayPos.y;
147     float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
148     const float ortho_projection[4][4] =
149     {
150         { 2.0f/(R-L),   0.0f,         0.0f,   0.0f },
151         { 0.0f,         2.0f/(T-B),   0.0f,   0.0f },
152         { 0.0f,         0.0f,        -1.0f,   0.0f },
153         { (R+L)/(L-R),  (T+B)/(B-T),  0.0f,   1.0f },
154     };
155     glUseProgram(g_ShaderHandle);
156     glUniform1i(g_AttribLocationTex, 0);
157     glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
158     if (glBindSampler) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
159 
160     // Recreate the VAO every time
161     // (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.)
162     GLuint vao_handle = 0;
163     glGenVertexArrays(1, &vao_handle);
164     glBindVertexArray(vao_handle);
165     glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
166     glEnableVertexAttribArray(g_AttribLocationPosition);
167     glEnableVertexAttribArray(g_AttribLocationUV);
168     glEnableVertexAttribArray(g_AttribLocationColor);
169     glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
170     glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
171     glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
172 
173     // Draw
174     ImVec2 pos = draw_data->DisplayPos;
175     for (int n = 0; n < draw_data->CmdListsCount; n++)
176     {
177         const ImDrawList* cmd_list = draw_data->CmdLists[n];
178         const ImDrawIdx* idx_buffer_offset = 0;
179 
180         glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
181         glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
182 
183         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
184         glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
185 
186         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
187         {
188             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
189             if (pcmd->UserCallback)
190             {
191                 // User callback (registered via ImDrawList::AddCallback)
192                 pcmd->UserCallback(cmd_list, pcmd);
193             }
194             else
195             {
196                 ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
197                 if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
198                 {
199                     // Apply scissor/clipping rectangle
200                     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));
201 
202                     // Bind texture, Draw
203                     glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
204                     glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
205                 }
206             }
207             idx_buffer_offset += pcmd->ElemCount;
208         }
209     }
210     glDeleteVertexArrays(1, &vao_handle);
211 
212     // Restore modified GL state
213     glUseProgram(last_program);
214     glBindTexture(GL_TEXTURE_2D, last_texture);
215     if (glBindSampler) glBindSampler(0, last_sampler);
216     glActiveTexture(last_active_texture);
217     glBindVertexArray(last_vertex_array);
218     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
219     glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
220     glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
221     if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
222     if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
223     if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
224     if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
225     glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
226     glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
227     glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
228 }
229 
ImGui_ImplOpenGL3_CreateFontsTexture()230 bool ImGui_ImplOpenGL3_CreateFontsTexture()
231 {
232     // Build texture atlas
233     ImGuiIO& io = ImGui::GetIO();
234     unsigned char* pixels;
235     int width, height;
236     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.
237 
238     // Upload texture to graphics system
239     GLint last_texture;
240     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
241     glGenTextures(1, &g_FontTexture);
242     glBindTexture(GL_TEXTURE_2D, g_FontTexture);
243     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
244     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
245     glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
246     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
247 
248     // Store our identifier
249     io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
250 
251     // Restore state
252     glBindTexture(GL_TEXTURE_2D, last_texture);
253 
254     return true;
255 }
256 
ImGui_ImplOpenGL3_DestroyFontsTexture()257 void ImGui_ImplOpenGL3_DestroyFontsTexture()
258 {
259     if (g_FontTexture)
260     {
261         ImGuiIO& io = ImGui::GetIO();
262         glDeleteTextures(1, &g_FontTexture);
263         io.Fonts->TexID = 0;
264         g_FontTexture = 0;
265     }
266 }
267 
268 // If you get an error please report on github. You may try different GL context version or GLSL version.
CheckShader(GLuint handle,const char * desc)269 static bool CheckShader(GLuint handle, const char* desc)
270 {
271     GLint status = 0, log_length = 0;
272     glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
273     glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
274     if (status == GL_FALSE)
275         fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
276     if (log_length > 0)
277     {
278         ImVector<char> buf;
279         buf.resize((int)(log_length + 1));
280         glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
281         fprintf(stderr, "%s\n", buf.begin());
282     }
283     return status == GL_TRUE;
284 }
285 
286 // If you get an error please report on github. You may try different GL context version or GLSL version.
CheckProgram(GLuint handle,const char * desc)287 static bool CheckProgram(GLuint handle, const char* desc)
288 {
289     GLint status = 0, log_length = 0;
290     glGetProgramiv(handle, GL_LINK_STATUS, &status);
291     glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
292     if (status == GL_FALSE)
293         fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc);
294     if (log_length > 0)
295     {
296         ImVector<char> buf;
297         buf.resize((int)(log_length + 1));
298         glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
299         fprintf(stderr, "%s\n", buf.begin());
300     }
301     return status == GL_TRUE;
302 }
303 
ImGui_ImplOpenGL3_CreateDeviceObjects()304 bool    ImGui_ImplOpenGL3_CreateDeviceObjects()
305 {
306     // Backup GL state
307     GLint last_texture, last_array_buffer, last_vertex_array;
308     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
309     glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
310     glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
311 
312     // Parse GLSL version string
313     int glsl_version = 130;
314     sscanf(g_GlslVersionString, "#version %d", &glsl_version);
315 
316     const GLchar* vertex_shader_glsl_120 =
317         "uniform mat4 ProjMtx;\n"
318         "attribute vec2 Position;\n"
319         "attribute vec2 UV;\n"
320         "attribute vec4 Color;\n"
321         "varying vec2 Frag_UV;\n"
322         "varying vec4 Frag_Color;\n"
323         "void main()\n"
324         "{\n"
325         "    Frag_UV = UV;\n"
326         "    Frag_Color = Color;\n"
327         "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
328         "}\n";
329 
330     const GLchar* vertex_shader_glsl_130 =
331         "uniform mat4 ProjMtx;\n"
332         "in vec2 Position;\n"
333         "in vec2 UV;\n"
334         "in vec4 Color;\n"
335         "out vec2 Frag_UV;\n"
336         "out vec4 Frag_Color;\n"
337         "void main()\n"
338         "{\n"
339         "    Frag_UV = UV;\n"
340         "    Frag_Color = Color;\n"
341         "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
342         "}\n";
343 
344     const GLchar* fragment_shader_glsl_120 =
345         "#ifdef GL_ES\n"
346         "    precision mediump float;\n"
347         "#endif\n"
348         "uniform sampler2D Texture;\n"
349         "varying vec2 Frag_UV;\n"
350         "varying vec4 Frag_Color;\n"
351         "void main()\n"
352         "{\n"
353         "    gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
354         "}\n";
355 
356     const GLchar* fragment_shader_glsl_130 =
357         "uniform sampler2D Texture;\n"
358         "in vec2 Frag_UV;\n"
359         "in vec4 Frag_Color;\n"
360         "out vec4 Out_Color;\n"
361         "void main()\n"
362         "{\n"
363         "    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
364         "}\n";
365 
366     // Select shaders matching our GLSL versions
367     const GLchar* vertex_shader = NULL;
368     const GLchar* fragment_shader = NULL;
369     if (glsl_version < 130)
370     {
371         vertex_shader = vertex_shader_glsl_120;
372         fragment_shader = fragment_shader_glsl_120;
373     }
374     else
375     {
376         vertex_shader = vertex_shader_glsl_130;
377         fragment_shader = fragment_shader_glsl_130;
378     }
379 
380     // Create shaders
381     const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
382     g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
383     glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
384     glCompileShader(g_VertHandle);
385     CheckShader(g_VertHandle, "vertex shader");
386 
387     const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
388     g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
389     glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
390     glCompileShader(g_FragHandle);
391     CheckShader(g_FragHandle, "fragment shader");
392 
393     g_ShaderHandle = glCreateProgram();
394     glAttachShader(g_ShaderHandle, g_VertHandle);
395     glAttachShader(g_ShaderHandle, g_FragHandle);
396     glLinkProgram(g_ShaderHandle);
397     CheckProgram(g_ShaderHandle, "shader program");
398 
399     g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
400     g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
401     g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
402     g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
403     g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
404 
405     // Create buffers
406     glGenBuffers(1, &g_VboHandle);
407     glGenBuffers(1, &g_ElementsHandle);
408 
409     ImGui_ImplOpenGL3_CreateFontsTexture();
410 
411     // Restore modified GL state
412     glBindTexture(GL_TEXTURE_2D, last_texture);
413     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
414     glBindVertexArray(last_vertex_array);
415 
416     return true;
417 }
418 
ImGui_ImplOpenGL3_DestroyDeviceObjects()419 void    ImGui_ImplOpenGL3_DestroyDeviceObjects()
420 {
421     if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
422     if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
423     g_VboHandle = g_ElementsHandle = 0;
424 
425     if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
426     if (g_VertHandle) glDeleteShader(g_VertHandle);
427     g_VertHandle = 0;
428 
429     if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
430     if (g_FragHandle) glDeleteShader(g_FragHandle);
431     g_FragHandle = 0;
432 
433     if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
434     g_ShaderHandle = 0;
435 
436     ImGui_ImplOpenGL3_DestroyFontsTexture();
437 }
438