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@@ -1,60 +1,33 @@
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-// ImGui GLFW binding with OpenGL3 + shaders
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-// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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-// (GL3W is 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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-
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-// Implemented features:
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-// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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-// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'.
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-
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-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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-// https://github.com/ocornut/imgui
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-
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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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-// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself.
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-// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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-// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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-// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set.
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-// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set.
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-// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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-// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
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-// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp)
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-// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
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-// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
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-// 2017-05-01: OpenGL: Fixed save and restore of current blend function state.
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-// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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-// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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-// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
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-
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#include "imgui.h"
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-#include "imgui_impl_glfw_gl3.h"
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-
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-// GL3W/GLFW
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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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-#include <GLFW/glfw3.h>
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-#ifdef _WIN32
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-#undef APIENTRY
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-#define GLFW_EXPOSE_NATIVE_WIN32
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-#define GLFW_EXPOSE_NATIVE_WGL
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-#include <GLFW/glfw3native.h>
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-#endif
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-
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-// Data
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-static GLFWwindow* g_Window = NULL;
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-static double g_Time = 0.0f;
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-static bool g_MouseJustPressed[3] = { false, false, false };
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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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+
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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_VaoHandle = 0, g_ElementsHandle = 0;
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+bool ImGui_ImplOpenGL3_Init()
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+{
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+ return true;
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+}
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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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+
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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_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data)
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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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@@ -100,10 +73,10 @@ void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data)
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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const float ortho_projection[4][4] =
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{
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- { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
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- { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
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+ { 2.0f / io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
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+ { 0.0f, 2.0f / -io.DisplaySize.y, 0.0f, 0.0f },
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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- {-1.0f, 1.0f, 0.0f, 1.0f },
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+ { -1.0f, 1.0f, 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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@@ -158,52 +131,7 @@ void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data)
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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}
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-static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
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-{
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- return glfwGetClipboardString((GLFWwindow*)user_data);
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-}
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-
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-static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
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-{
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- glfwSetClipboardString((GLFWwindow*)user_data, text);
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-}
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-
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-void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
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-{
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- if (action == GLFW_PRESS && button >= 0 && button < 3)
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- g_MouseJustPressed[button] = true;
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-}
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-
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-void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
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-{
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- ImGuiIO& io = ImGui::GetIO();
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- io.MouseWheelH += (float)xoffset;
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- io.MouseWheel += (float)yoffset;
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-}
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-
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-void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
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-{
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- ImGuiIO& io = ImGui::GetIO();
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- if (action == GLFW_PRESS)
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- io.KeysDown[key] = true;
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- if (action == GLFW_RELEASE)
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- io.KeysDown[key] = false;
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-
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- (void)mods; // Modifiers are not reliable across systems
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- io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
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- io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
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- io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
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- io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
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-}
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-
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-void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
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-{
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- ImGuiIO& io = ImGui::GetIO();
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- if (c > 0 && c < 0x10000)
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- io.AddInputCharacter((unsigned short)c);
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-}
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-
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-bool ImGui_ImplGlfwGL3_CreateFontsTexture()
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+bool ImGui_ImplOpenGL3_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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@@ -230,7 +158,18 @@ bool ImGui_ImplGlfwGL3_CreateFontsTexture()
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return true;
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}
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-bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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+void ImGui_ImplOpenGL3_DestroyFontsTexture()
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+{
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+ if (g_FontTexture)
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+ {
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+ ImGuiIO& io = ImGui::GetIO();
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+ glDeleteTextures(1, &g_FontTexture);
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+ io.Fonts->TexID = 0;
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+ g_FontTexture = 0;
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+ }
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+}
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+
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+bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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{
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// Backup GL state
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GLint last_texture, last_array_buffer, last_vertex_array;
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@@ -238,6 +177,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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+ // Create shaders
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const GLchar *vertex_shader =
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"#version 150\n"
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"uniform mat4 ProjMtx;\n"
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@@ -295,7 +235,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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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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- ImGui_ImplGlfwGL3_CreateFontsTexture();
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+ ImGui_ImplOpenGL3_CreateFontsTexture();
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// Restore modified GL state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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@@ -305,7 +245,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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return true;
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}
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-void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
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+void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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{
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if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
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if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
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@@ -323,144 +263,5 @@ void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
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if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
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g_ShaderHandle = 0;
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- if (g_FontTexture)
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- {
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- glDeleteTextures(1, &g_FontTexture);
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- ImGui::GetIO().Fonts->TexID = 0;
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- g_FontTexture = 0;
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- }
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-}
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-
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-bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
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-{
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- g_Window = window;
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-
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- ImGuiIO& io = ImGui::GetIO();
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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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- io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
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- io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
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- io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
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- io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
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- io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
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- io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
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- io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
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- io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
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- io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
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- io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
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- io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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- io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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- io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
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- io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
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- io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
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- io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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- io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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-
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- io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
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- io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
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- io.ClipboardUserData = g_Window;
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-#ifdef _WIN32
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- io.ImeWindowHandle = glfwGetWin32Window(g_Window);
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-#endif
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-
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- if (install_callbacks)
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- {
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- glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback);
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- glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback);
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- glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback);
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- glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback);
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- }
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-
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- return true;
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-}
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-
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-void ImGui_ImplGlfwGL3_Shutdown()
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-{
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- ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
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-}
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-
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-void ImGui_ImplGlfwGL3_NewFrame()
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-{
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- if (!g_FontTexture)
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- ImGui_ImplGlfwGL3_CreateDeviceObjects();
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-
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- ImGuiIO& io = ImGui::GetIO();
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-
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- // Setup display size (every frame to accommodate for window resizing)
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- int w, h;
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- int display_w, display_h;
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- glfwGetWindowSize(g_Window, &w, &h);
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- glfwGetFramebufferSize(g_Window, &display_w, &display_h);
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- io.DisplaySize = ImVec2((float)w, (float)h);
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- io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
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-
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- // Setup time step
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- double current_time = glfwGetTime();
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- io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
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- g_Time = current_time;
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-
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- // Setup inputs
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- // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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- if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
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- {
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- if (io.WantMoveMouse)
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- {
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- glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
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- }
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- else
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- {
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- double mouse_x, mouse_y;
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- glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
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- io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
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- }
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- }
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- else
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- {
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- io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
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- }
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-
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- for (int i = 0; i < 3; i++)
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- {
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- // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
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- g_MouseJustPressed[i] = false;
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- }
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-
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- // Hide OS mouse cursor if ImGui is drawing it
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- glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
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-
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- // Gamepad navigation mapping [BETA]
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- memset(io.NavInputs, 0, sizeof(io.NavInputs));
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- if (io.NavFlags & ImGuiNavFlags_EnableGamepad)
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- {
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- // Update gamepad inputs
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- #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
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- #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; }
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- int axes_count = 0, buttons_count = 0;
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- const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
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- const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
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- MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
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- MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
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- MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
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- MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
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- MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
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- MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
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- MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
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- MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
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- MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
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- MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
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- MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
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- MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
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- MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
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- MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
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- MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
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- MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
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- #undef MAP_BUTTON
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- #undef MAP_ANALOG
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- }
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-
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- // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
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- ImGui::NewFrame();
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+ ImGui_ImplOpenGL3_DestroyFontsTexture();
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}
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