imgui_impl_opengl3.cpp 19 KB

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