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@@ -1,165 +1,19 @@
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-// ImGui - standalone example application for OpenGL 3, using programmable pipeline
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+// ImGui - standalone example application for Glfw + OpenGL 3, using programmable pipeline
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-#ifdef _MSC_VER
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-#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
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-#endif
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-#ifdef __clang__
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-#pragma clang diagnostic ignored "-Wunused-function" // warning: unused function
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-#endif
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-
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-#include "../../imgui.h"
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+#include <imgui.h>
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+#include "imgui_impl_glfw_GL3.h"
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#include <stdio.h>
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-
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-// Gl3W / GLFW
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#include <GL/gl3w.h>
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#include <GLFW/glfw3.h>
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-#ifdef _MSC_VER
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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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-static GLFWwindow* window;
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-static bool mousePressed[2] = { false, false };
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-
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-#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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-
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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, proj_mtx_location;
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-static int position_location, uv_location, colour_location;
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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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-
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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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-// If text or lines are blurry when integrating ImGui in your engine:
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-// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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-static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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-{
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- if (cmd_lists_count == 0)
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- return;
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-
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- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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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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- glActiveTexture(GL_TEXTURE0);
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-
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- // Setup orthographic projection matrix
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- const float width = ImGui::GetIO().DisplaySize.x;
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- const float height = ImGui::GetIO().DisplaySize.y;
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- const float ortho_projection[4][4] =
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- {
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- { 2.0f/width, 0.0f, 0.0f, 0.0f },
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- { 0.0f, 2.0f/-height, 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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- };
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- glUseProgram(shader_handle);
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- glUniform1i(texture_location, 0);
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- glUniformMatrix4fv(proj_mtx_location, 1, GL_FALSE, &ortho_projection[0][0]);
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-
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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 + 5000; // Grow buffer
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- glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
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- }
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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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- for (int n = 0; n < cmd_lists_count; n++)
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- {
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- const ImDrawList* cmd_list = cmd_lists[n];
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- memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
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- buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
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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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-
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- int cmd_offset = 0;
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- for (int n = 0; n < cmd_lists_count; n++)
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- {
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- const ImDrawList* cmd_list = cmd_lists[n];
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- int vtx_offset = cmd_offset;
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- const ImDrawCmd* pcmd_end = cmd_list->commands.end();
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- for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
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- {
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- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
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- glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
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- glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
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- vtx_offset += pcmd->vtx_count;
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- }
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- cmd_offset = vtx_offset;
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- }
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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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-
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-static const char* ImImpl_GetClipboardTextFn()
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-{
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- return glfwGetClipboardString(window);
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-}
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-
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-static void ImImpl_SetClipboardTextFn(const char* text)
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-{
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- glfwSetClipboardString(window, text);
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-}
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-
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-// GLFW callbacks to get events
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-static void glfw_error_callback(int error, const char* description)
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-{
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- fputs(description, stderr);
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-}
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-
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-static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
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-{
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- if (action == GLFW_PRESS && button >= 0 && button < 2)
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- mousePressed[button] = true;
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-}
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-
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-static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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-{
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- ImGuiIO& io = ImGui::GetIO();
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- io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
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-}
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-
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-static void glfw_key_callback(GLFWwindow* window, int key, int scancode, 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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- io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
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- io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
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-}
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-static void glfw_char_callback(GLFWwindow* window, unsigned int c)
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+static void error_callback(int error, const char* description)
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{
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- if (c > 0 && c < 0x10000)
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- ImGui::GetIO().AddInputCharacter((unsigned short)c);
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+ fprintf(stderr, "Error: %s\n", description);
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}
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-void InitGL()
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+int main(int argc, char** argv)
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{
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- glfwSetErrorCallback(glfw_error_callback);
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+ glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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exit(1);
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@@ -167,180 +21,28 @@ void InitGL()
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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- window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
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+ GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
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glfwMakeContextCurrent(window);
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- glfwSetKeyCallback(window, glfw_key_callback);
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- glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
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- glfwSetScrollCallback(window, glfw_scroll_callback);
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- glfwSetCharCallback(window, glfw_char_callback);
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-
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gl3wInit();
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- const GLchar *vertex_shader =
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- "#version 330\n"
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- "uniform mat4 ProjMtx;\n"
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- "in vec2 Position;\n"
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- "in vec2 UV;\n"
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- "in vec4 Color;\n"
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- "out vec2 Frag_UV;\n"
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- "out vec4 Frag_Color;\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_Color = Color;\n"
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- " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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- "}\n";
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-
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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_Color;\n"
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- "out vec4 Out_Color;\n"
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- "void main()\n"
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- "{\n"
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- " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
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- "}\n";
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-
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- shader_handle = glCreateProgram();
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- vert_handle = glCreateShader(GL_VERTEX_SHADER);
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- frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
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- glShaderSource(vert_handle, 1, &vertex_shader, 0);
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- glShaderSource(frag_handle, 1, &fragment_shader, 0);
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- glCompileShader(vert_handle);
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- glCompileShader(frag_handle);
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- glAttachShader(shader_handle, vert_handle);
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- glAttachShader(shader_handle, frag_handle);
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- glLinkProgram(shader_handle);
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-
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- texture_location = glGetUniformLocation(shader_handle, "Texture");
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- proj_mtx_location = glGetUniformLocation(shader_handle, "ProjMtx");
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- position_location = glGetAttribLocation(shader_handle, "Position");
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- uv_location = glGetAttribLocation(shader_handle, "UV");
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- colour_location = glGetAttribLocation(shader_handle, "Color");
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-
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- glGenBuffers(1, &vbo_handle);
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- glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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- glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
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-
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- glGenVertexArrays(1, &vao_handle);
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- glBindVertexArray(vao_handle);
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- glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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- glEnableVertexAttribArray(position_location);
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- glEnableVertexAttribArray(uv_location);
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- glEnableVertexAttribArray(colour_location);
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-
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- glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
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- glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
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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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-
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-void LoadFontsTexture()
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-{
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- ImGuiIO& io = ImGui::GetIO();
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+ //ImGuiIO& io = ImGui::GetIO();
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//ImFont* my_font1 = io.Fonts->AddFontDefault();
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//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
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//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
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//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
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//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
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-
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- unsigned char* pixels;
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- int width, height;
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- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
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-
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- GLuint tex_id;
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- glGenTextures(1, &tex_id);
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- glBindTexture(GL_TEXTURE_2D, tex_id);
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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-
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- // Store our identifier
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- io.Fonts->TexID = (void *)(intptr_t)tex_id;
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-}
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-
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-void InitImGui()
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-{
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- ImGuiIO& io = ImGui::GetIO();
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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.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_Home] = GLFW_KEY_HOME;
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- io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
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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_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.RenderDrawListsFn = ImImpl_RenderDrawLists;
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- io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
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- io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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-#ifdef _MSC_VER
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- io.ImeWindowHandle = glfwGetWin32Window(window);
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-#endif
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-
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- LoadFontsTexture();
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-}
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-
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-void UpdateImGui()
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-{
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- ImGuiIO& io = ImGui::GetIO();
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-
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- // Setup resolution (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(window, &w, &h);
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- glfwGetFramebufferSize(window, &display_w, &display_h);
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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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-
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- // Setup time step
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- static double time = 0.0f;
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- const double current_time = glfwGetTime();
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- io.DeltaTime = (float)(current_time - time);
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- 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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- double mouse_x, mouse_y;
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- glfwGetCursorPos(window, &mouse_x, &mouse_y);
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- mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
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- mouse_y *= (float)display_h / h;
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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] = 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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-
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- // Start the frame
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- ImGui::NewFrame();
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-}
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-
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-// Application code
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-int main(int argc, char** argv)
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-{
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- InitGL();
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- InitImGui();
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+ ImGui_ImplGlfwGL3_Init(window, true);
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+ ImGui_ImplGlfwGL3_LoadFontsTexture();
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bool show_test_window = true;
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bool show_another_window = false;
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- ImVec4 clear_col = ImColor(114, 144, 154);
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+ ImVec4 clear_color = ImColor(114, 144, 154);
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while (!glfwWindowShouldClose(window))
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{
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ImGuiIO& io = ImGui::GetIO();
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- io.MouseWheel = 0;
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- mousePressed[0] = mousePressed[1] = false;
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glfwPollEvents();
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- UpdateImGui();
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+ ImGui_ImplGlfwGL3_NewFrame();
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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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@@ -348,7 +50,7 @@ int main(int argc, char** argv)
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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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- ImGui::ColorEdit3("clear color", (float*)&clear_col);
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+ ImGui::ColorEdit3("clear color", (float*)&clear_color);
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if (ImGui::Button("Test Window")) show_test_window ^= 1;
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if (ImGui::Button("Another Window")) show_another_window ^= 1;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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@@ -371,22 +73,14 @@ int main(int argc, char** argv)
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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(clear_col.x, clear_col.y, clear_col.z, clear_col.w);
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+ glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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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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- glDetachShader(shader_handle, frag_handle);
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- glDeleteShader(vert_handle);
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- glDeleteShader(frag_handle);
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- glDeleteProgram(shader_handle);
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-
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- ImGui::Shutdown();
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+ ImGui_ImplGlfwGL3_Shutdown();
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glfwTerminate();
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return 0;
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