326 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			326 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
|   | // dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
 | ||
|  | // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
 | ||
|  | 
 | ||
|  | // Implemented features:
 | ||
|  | //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
 | ||
|  | //  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 | ||
|  | 
 | ||
|  | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 | ||
|  | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 | ||
|  | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | ||
|  | // Read online: https://github.com/ocornut/imgui/tree/master/docs
 | ||
|  | 
 | ||
|  | // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
 | ||
|  | // **Prefer using the code in imgui_impl_opengl3.cpp**
 | ||
|  | // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
 | ||
|  | // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
 | ||
|  | // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
 | ||
|  | // confuse your GPU driver.
 | ||
|  | // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
 | ||
|  | 
 | ||
|  | // CHANGELOG
 | ||
|  | // (minor and older changes stripped away, please see git history for details)
 | ||
|  | //  2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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|  | //  2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
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|  | //  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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|  | //  2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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|  | //  2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
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|  | //  2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
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|  | //  2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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|  | //  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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|  | //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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|  | //  2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
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|  | //  2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
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|  | //  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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|  | //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
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|  | //  2017-09-01: OpenGL: Save and restore current polygon mode.
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|  | //  2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
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|  | //  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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|  | 
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|  | #include "imgui.h"
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|  | #include "imgui_impl_opengl2.h"
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|  | #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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|  | #include <stddef.h>     // intptr_t
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|  | #else
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|  | #include <stdint.h>     // intptr_t
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
 | ||
|  | #if defined(_WIN32) && !defined(APIENTRY)
 | ||
|  | #define APIENTRY __stdcall                  // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms.  Additionally, the Windows OpenGL header needs APIENTRY.
 | ||
|  | #endif
 | ||
|  | #if defined(_WIN32) && !defined(WINGDIAPI)
 | ||
|  | #define WINGDIAPI __declspec(dllimport)     // Some Windows OpenGL headers need this
 | ||
|  | #endif
 | ||
|  | #if defined(__APPLE__)
 | ||
|  | #define GL_SILENCE_DEPRECATION
 | ||
|  | #include <OpenGL/gl.h>
 | ||
|  | #else
 | ||
|  | #include <GL/gl.h>
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | struct ImGui_ImplOpenGL2_Data | ||
|  | { | ||
|  |     GLuint       FontTexture; | ||
|  | 
 | ||
|  |     ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } | ||
|  | }; | ||
|  | 
 | ||
|  | // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
 | ||
|  | // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
 | ||
|  | static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() | ||
|  | { | ||
|  |     return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL; | ||
|  | } | ||
|  | 
 | ||
|  | // Forward Declarations
 | ||
|  | static void ImGui_ImplOpenGL2_InitPlatformInterface(); | ||
|  | static void ImGui_ImplOpenGL2_ShutdownPlatformInterface(); | ||
|  | 
 | ||
|  | // Functions
 | ||
|  | bool    ImGui_ImplOpenGL2_Init() | ||
|  | { | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  |     IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); | ||
|  | 
 | ||
|  |     // Setup backend capabilities flags
 | ||
|  |     ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); | ||
|  |     io.BackendRendererUserData = (void*)bd; | ||
|  |     io.BackendRendererName = "imgui_impl_opengl2"; | ||
|  |     io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
 | ||
|  | 
 | ||
|  |     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | ||
|  |         ImGui_ImplOpenGL2_InitPlatformInterface(); | ||
|  | 
 | ||
|  |     return true; | ||
|  | } | ||
|  | 
 | ||
|  | void    ImGui_ImplOpenGL2_Shutdown() | ||
|  | { | ||
|  |     ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); | ||
|  |     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  | 
 | ||
|  |     ImGui_ImplOpenGL2_ShutdownPlatformInterface(); | ||
|  |     ImGui_ImplOpenGL2_DestroyDeviceObjects(); | ||
|  |     io.BackendRendererName = NULL; | ||
|  |     io.BackendRendererUserData = NULL; | ||
|  |     IM_DELETE(bd); | ||
|  | } | ||
|  | 
 | ||
|  | void    ImGui_ImplOpenGL2_NewFrame() | ||
|  | { | ||
|  |     ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); | ||
|  |     IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL2_Init()?"); | ||
|  | 
 | ||
|  |     if (!bd->FontTexture) | ||
|  |         ImGui_ImplOpenGL2_CreateDeviceObjects(); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) | ||
|  | { | ||
|  |     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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|  |     glEnable(GL_BLEND); | ||
|  |     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||
|  |     //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
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|  |     glDisable(GL_CULL_FACE); | ||
|  |     glDisable(GL_DEPTH_TEST); | ||
|  |     glDisable(GL_STENCIL_TEST); | ||
|  |     glDisable(GL_LIGHTING); | ||
|  |     glDisable(GL_COLOR_MATERIAL); | ||
|  |     glEnable(GL_SCISSOR_TEST); | ||
|  |     glEnableClientState(GL_VERTEX_ARRAY); | ||
|  |     glEnableClientState(GL_TEXTURE_COORD_ARRAY); | ||
|  |     glEnableClientState(GL_COLOR_ARRAY); | ||
|  |     glDisableClientState(GL_NORMAL_ARRAY); | ||
|  |     glEnable(GL_TEXTURE_2D); | ||
|  |     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); | ||
|  |     glShadeModel(GL_SMOOTH); | ||
|  |     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); | ||
|  | 
 | ||
|  |     // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
 | ||
|  |     // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
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|  |     // (DO NOT MODIFY THIS FILE! Add the code in your calling function)
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|  |     //   GLint last_program;
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|  |     //   glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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|  |     //   glUseProgram(0);
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|  |     //   ImGui_ImplOpenGL2_RenderDrawData(...);
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|  |     //   glUseProgram(last_program)
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|  |     // There are potentially many more states you could need to clear/setup that we can't access from default headers.
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|  |     // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
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|  | 
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|  |     // Setup viewport, orthographic projection matrix
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|  |     // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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|  |     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); | ||
|  |     glMatrixMode(GL_PROJECTION); | ||
|  |     glPushMatrix(); | ||
|  |     glLoadIdentity(); | ||
|  |     glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f); | ||
|  |     glMatrixMode(GL_MODELVIEW); | ||
|  |     glPushMatrix(); | ||
|  |     glLoadIdentity(); | ||
|  | } | ||
|  | 
 | ||
|  | // OpenGL2 Render function.
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|  | // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
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|  | // This is in order to be able to run within an OpenGL engine that doesn't do so.
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|  | void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) | ||
|  | { | ||
|  |     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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|  |     int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); | ||
|  |     int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); | ||
|  |     if (fb_width == 0 || fb_height == 0) | ||
|  |         return; | ||
|  | 
 | ||
|  |     // Backup GL state
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|  |     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | ||
|  |     GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); | ||
|  |     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); | ||
|  |     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); | ||
|  |     GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model); | ||
|  |     GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode); | ||
|  |     glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); | ||
|  | 
 | ||
|  |     // Setup desired GL state
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|  |     ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); | ||
|  | 
 | ||
|  |     // Will project scissor/clipping rectangles into framebuffer space
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|  |     ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
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|  |     ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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|  | 
 | ||
|  |     // Render command lists
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|  |     for (int n = 0; n < draw_data->CmdListsCount; n++) | ||
|  |     { | ||
|  |         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | ||
|  |         const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; | ||
|  |         const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; | ||
|  |         glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); | ||
|  |         glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); | ||
|  |         glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); | ||
|  | 
 | ||
|  |         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | ||
|  |         { | ||
|  |             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | ||
|  |             if (pcmd->UserCallback) | ||
|  |             { | ||
|  |                 // User callback, registered via ImDrawList::AddCallback()
 | ||
|  |                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
 | ||
|  |                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) | ||
|  |                     ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); | ||
|  |                 else | ||
|  |                     pcmd->UserCallback(cmd_list, pcmd); | ||
|  |             } | ||
|  |             else | ||
|  |             { | ||
|  |                 // Project scissor/clipping rectangles into framebuffer space
 | ||
|  |                 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); | ||
|  |                 ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); | ||
|  |                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) | ||
|  |                     continue; | ||
|  | 
 | ||
|  |                 // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
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|  |                 glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); | ||
|  | 
 | ||
|  |                 // Bind texture, Draw
 | ||
|  |                 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); | ||
|  |                 glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset); | ||
|  |             } | ||
|  |         } | ||
|  |     } | ||
|  | 
 | ||
|  |     // Restore modified GL state
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|  |     glDisableClientState(GL_COLOR_ARRAY); | ||
|  |     glDisableClientState(GL_TEXTURE_COORD_ARRAY); | ||
|  |     glDisableClientState(GL_VERTEX_ARRAY); | ||
|  |     glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); | ||
|  |     glMatrixMode(GL_MODELVIEW); | ||
|  |     glPopMatrix(); | ||
|  |     glMatrixMode(GL_PROJECTION); | ||
|  |     glPopMatrix(); | ||
|  |     glPopAttrib(); | ||
|  |     glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); | ||
|  |     glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); | ||
|  |     glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); | ||
|  |     glShadeModel(last_shade_model); | ||
|  |     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); | ||
|  | } | ||
|  | 
 | ||
|  | bool ImGui_ImplOpenGL2_CreateFontsTexture() | ||
|  | { | ||
|  |     // Build texture atlas
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|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  |     ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); | ||
|  |     unsigned char* pixels; | ||
|  |     int width, height; | ||
|  |     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
 | ||
|  | 
 | ||
|  |     // Upload texture to graphics system
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|  |     // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
 | ||
|  |     GLint last_texture; | ||
|  |     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | ||
|  |     glGenTextures(1, &bd->FontTexture); | ||
|  |     glBindTexture(GL_TEXTURE_2D, bd->FontTexture); | ||
|  |     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||
|  |     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
|  |     glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); | ||
|  |     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); | ||
|  | 
 | ||
|  |     // Store our identifier
 | ||
|  |     io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); | ||
|  | 
 | ||
|  |     // Restore state
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|  |     glBindTexture(GL_TEXTURE_2D, last_texture); | ||
|  | 
 | ||
|  |     return true; | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplOpenGL2_DestroyFontsTexture() | ||
|  | { | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  |     ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); | ||
|  |     if (bd->FontTexture) | ||
|  |     { | ||
|  |         glDeleteTextures(1, &bd->FontTexture); | ||
|  |         io.Fonts->SetTexID(0); | ||
|  |         bd->FontTexture = 0; | ||
|  |     } | ||
|  | } | ||
|  | 
 | ||
|  | bool    ImGui_ImplOpenGL2_CreateDeviceObjects() | ||
|  | { | ||
|  |     return ImGui_ImplOpenGL2_CreateFontsTexture(); | ||
|  | } | ||
|  | 
 | ||
|  | void    ImGui_ImplOpenGL2_DestroyDeviceObjects() | ||
|  | { | ||
|  |     ImGui_ImplOpenGL2_DestroyFontsTexture(); | ||
|  | } | ||
|  | 
 | ||
|  | //--------------------------------------------------------------------------------------------------------
 | ||
|  | // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
 | ||
|  | // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
 | ||
|  | // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
 | ||
|  | //--------------------------------------------------------------------------------------------------------
 | ||
|  | 
 | ||
|  | static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*) | ||
|  | { | ||
|  |     if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) | ||
|  |     { | ||
|  |         ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); | ||
|  |         glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); | ||
|  |         glClear(GL_COLOR_BUFFER_BIT); | ||
|  |     } | ||
|  |     ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplOpenGL2_InitPlatformInterface() | ||
|  | { | ||
|  |     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | ||
|  |     platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow; | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplOpenGL2_ShutdownPlatformInterface() | ||
|  | { | ||
|  |     ImGui::DestroyPlatformWindows(); | ||
|  | } |