1// ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline)
2// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
3// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
4
5// Implemented features:
6//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
7
8// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
9// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
10// https://github.com/ocornut/imgui
11
12// CHANGELOG
13// (minor and older changes stripped away, please see git history for details)
14//  2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
15//  2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
16//  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
17//  2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
18//  2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
19//  2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
20//  2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
21//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
22//  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
23//  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
24//  2017-05-01: OpenGL: Fixed save and restore of current blend func state.
25//  2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
26//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
27//  2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
28
29//----------------------------------------
30// OpenGL    GLSL      GLSL
31// version   version   string
32//----------------------------------------
33//  2.0       110       "#version 110"
34//  2.1       120
35//  3.0       130
36//  3.1       140
37//  3.2       150       "#version 150"
38//  3.3       330
39//  4.0       400
40//  4.1       410
41//  4.2       420
42//  4.3       430
43//  ES 2.0    100       "#version 100"
44//  ES 3.0    300       "#version 300 es"
45//----------------------------------------
46
47#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
48#define _CRT_SECURE_NO_WARNINGS
49#endif
50
51#include "imgui/imgui.h"
52#include "imgui_impl_opengl3.h"
53#include <stdio.h>
54#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
55#include <stddef.h>     // intptr_t
56#else
57#include <stdint.h>     // intptr_t
58#endif
59
60#include <epoxy/gl.h>
61//#include "gl3w.h"    // This example is using gl3w to access OpenGL functions. You may use another OpenGL loader/header such as: glew, glext, glad, glLoadGen, etc.
62//#include <glew.h>
63//#include <glext.h>
64//#include <glad/glad.h>
65
66// OpenGL Data
67static char         g_GlslVersionString[32] = "";
68static GLuint       g_FontTexture = 0;
69static GLuint       g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
70static int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
71static int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
72static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
73
74// Functions
75bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
76{
77    // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
78    if (glsl_version == NULL)
79        glsl_version = "#version 130";
80    IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
81    strcpy(g_GlslVersionString, glsl_version);
82    strcat(g_GlslVersionString, "\n");
83    return true;
84}
85
86void    ImGui_ImplOpenGL3_Shutdown()
87{
88    ImGui_ImplOpenGL3_DestroyDeviceObjects();
89}
90
91void    ImGui_ImplOpenGL3_NewFrame()
92{
93    if (!g_FontTexture)
94        ImGui_ImplOpenGL3_CreateDeviceObjects();
95}
96
97// OpenGL3 Render function.
98// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
99// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
100void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
101{
102    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
103    ImGuiIO& io = ImGui::GetIO();
104    int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
105    int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
106    if (fb_width <= 0 || fb_height <= 0)
107        return;
108    draw_data->ScaleClipRects(io.DisplayFramebufferScale);
109
110    // Backup GL state
111    GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
112    glActiveTexture(GL_TEXTURE0);
113    GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
114    GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
115    GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
116    GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
117    GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
118    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
119    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
120    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
121    GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
122    GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
123    GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
124    GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
125    GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
126    GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
127    GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
128    GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
129    GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
130    GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
131
132    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
133    glEnable(GL_BLEND);
134    glBlendEquation(GL_FUNC_ADD);
135    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
136    glDisable(GL_CULL_FACE);
137    glDisable(GL_DEPTH_TEST);
138    glEnable(GL_SCISSOR_TEST);
139    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
140
141    // Setup viewport, orthographic projection matrix
142    // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
143    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
144    float L = draw_data->DisplayPos.x;
145    float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
146    float T = draw_data->DisplayPos.y;
147    float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
148    const float ortho_projection[4][4] =
149    {
150        { 2.0f/(R-L),   0.0f,         0.0f,   0.0f },
151        { 0.0f,         2.0f/(T-B),   0.0f,   0.0f },
152        { 0.0f,         0.0f,        -1.0f,   0.0f },
153        { (R+L)/(L-R),  (T+B)/(B-T),  0.0f,   1.0f },
154    };
155    glUseProgram(g_ShaderHandle);
156    glUniform1i(g_AttribLocationTex, 0);
157    glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
158    if (glBindSampler) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
159
160    // Recreate the VAO every time
161    // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
162    GLuint vao_handle = 0;
163    glGenVertexArrays(1, &vao_handle);
164    glBindVertexArray(vao_handle);
165    glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
166    glEnableVertexAttribArray(g_AttribLocationPosition);
167    glEnableVertexAttribArray(g_AttribLocationUV);
168    glEnableVertexAttribArray(g_AttribLocationColor);
169    glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
170    glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
171    glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
172
173    // Draw
174    ImVec2 pos = draw_data->DisplayPos;
175    for (int n = 0; n < draw_data->CmdListsCount; n++)
176    {
177        const ImDrawList* cmd_list = draw_data->CmdLists[n];
178        const ImDrawIdx* idx_buffer_offset = 0;
179
180        glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
181        glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
182
183        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
184        glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
185
186        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
187        {
188            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
189            if (pcmd->UserCallback)
190            {
191                // User callback (registered via ImDrawList::AddCallback)
192                pcmd->UserCallback(cmd_list, pcmd);
193            }
194            else
195            {
196                ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
197                if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
198                {
199                    // Apply scissor/clipping rectangle
200                    glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
201
202                    // Bind texture, Draw
203                    glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
204                    glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
205                }
206            }
207            idx_buffer_offset += pcmd->ElemCount;
208        }
209    }
210    glDeleteVertexArrays(1, &vao_handle);
211
212    // Restore modified GL state
213    glUseProgram(last_program);
214    glBindTexture(GL_TEXTURE_2D, last_texture);
215    if (glBindSampler) glBindSampler(0, last_sampler);
216    glActiveTexture(last_active_texture);
217    glBindVertexArray(last_vertex_array);
218    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
219    glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
220    glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
221    if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
222    if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
223    if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
224    if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
225    glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
226    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
227    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
228}
229
230bool ImGui_ImplOpenGL3_CreateFontsTexture()
231{
232    // Build texture atlas
233    ImGuiIO& io = ImGui::GetIO();
234    unsigned char* pixels;
235    int width, height;
236    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
237
238    // Upload texture to graphics system
239    GLint last_texture;
240    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
241    glGenTextures(1, &g_FontTexture);
242    glBindTexture(GL_TEXTURE_2D, g_FontTexture);
243    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
244    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
245    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
246    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
247
248    // Store our identifier
249    io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
250
251    // Restore state
252    glBindTexture(GL_TEXTURE_2D, last_texture);
253
254    return true;
255}
256
257void ImGui_ImplOpenGL3_DestroyFontsTexture()
258{
259    if (g_FontTexture)
260    {
261        ImGuiIO& io = ImGui::GetIO();
262        glDeleteTextures(1, &g_FontTexture);
263        io.Fonts->TexID = 0;
264        g_FontTexture = 0;
265    }
266}
267
268// If you get an error please report on github. You may try different GL context version or GLSL version.
269static bool CheckShader(GLuint handle, const char* desc)
270{
271    GLint status = 0, log_length = 0;
272    glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
273    glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
274    if (status == GL_FALSE)
275        fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
276    if (log_length > 0)
277    {
278        ImVector<char> buf;
279        buf.resize((int)(log_length + 1));
280        glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
281        fprintf(stderr, "%s\n", buf.begin());
282    }
283    return status == GL_TRUE;
284}
285
286// If you get an error please report on github. You may try different GL context version or GLSL version.
287static bool CheckProgram(GLuint handle, const char* desc)
288{
289    GLint status = 0, log_length = 0;
290    glGetProgramiv(handle, GL_LINK_STATUS, &status);
291    glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
292    if (status == GL_FALSE)
293        fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc);
294    if (log_length > 0)
295    {
296        ImVector<char> buf;
297        buf.resize((int)(log_length + 1));
298        glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
299        fprintf(stderr, "%s\n", buf.begin());
300    }
301    return status == GL_TRUE;
302}
303
304bool    ImGui_ImplOpenGL3_CreateDeviceObjects()
305{
306    // Backup GL state
307    GLint last_texture, last_array_buffer, last_vertex_array;
308    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
309    glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
310    glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
311
312    // Parse GLSL version string
313    int glsl_version = 130;
314    sscanf(g_GlslVersionString, "#version %d", &glsl_version);
315
316    const GLchar* vertex_shader_glsl_120 =
317        "uniform mat4 ProjMtx;\n"
318        "attribute vec2 Position;\n"
319        "attribute vec2 UV;\n"
320        "attribute vec4 Color;\n"
321        "varying vec2 Frag_UV;\n"
322        "varying vec4 Frag_Color;\n"
323        "void main()\n"
324        "{\n"
325        "    Frag_UV = UV;\n"
326        "    Frag_Color = Color;\n"
327        "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
328        "}\n";
329
330    const GLchar* vertex_shader_glsl_130 =
331        "uniform mat4 ProjMtx;\n"
332        "in vec2 Position;\n"
333        "in vec2 UV;\n"
334        "in vec4 Color;\n"
335        "out vec2 Frag_UV;\n"
336        "out vec4 Frag_Color;\n"
337        "void main()\n"
338        "{\n"
339        "    Frag_UV = UV;\n"
340        "    Frag_Color = Color;\n"
341        "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
342        "}\n";
343
344    const GLchar* fragment_shader_glsl_120 =
345        "#ifdef GL_ES\n"
346        "    precision mediump float;\n"
347        "#endif\n"
348        "uniform sampler2D Texture;\n"
349        "varying vec2 Frag_UV;\n"
350        "varying vec4 Frag_Color;\n"
351        "void main()\n"
352        "{\n"
353        "    gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
354        "}\n";
355
356    const GLchar* fragment_shader_glsl_130 =
357        "uniform sampler2D Texture;\n"
358        "in vec2 Frag_UV;\n"
359        "in vec4 Frag_Color;\n"
360        "out vec4 Out_Color;\n"
361        "void main()\n"
362        "{\n"
363        "    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
364        "}\n";
365
366    // Select shaders matching our GLSL versions
367    const GLchar* vertex_shader = NULL;
368    const GLchar* fragment_shader = NULL;
369    if (glsl_version < 130)
370    {
371        vertex_shader = vertex_shader_glsl_120;
372        fragment_shader = fragment_shader_glsl_120;
373    }
374    else
375    {
376        vertex_shader = vertex_shader_glsl_130;
377        fragment_shader = fragment_shader_glsl_130;
378    }
379
380    // Create shaders
381    const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
382    g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
383    glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
384    glCompileShader(g_VertHandle);
385    CheckShader(g_VertHandle, "vertex shader");
386
387    const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
388    g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
389    glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
390    glCompileShader(g_FragHandle);
391    CheckShader(g_FragHandle, "fragment shader");
392
393    g_ShaderHandle = glCreateProgram();
394    glAttachShader(g_ShaderHandle, g_VertHandle);
395    glAttachShader(g_ShaderHandle, g_FragHandle);
396    glLinkProgram(g_ShaderHandle);
397    CheckProgram(g_ShaderHandle, "shader program");
398
399    g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
400    g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
401    g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
402    g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
403    g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
404
405    // Create buffers
406    glGenBuffers(1, &g_VboHandle);
407    glGenBuffers(1, &g_ElementsHandle);
408
409    ImGui_ImplOpenGL3_CreateFontsTexture();
410
411    // Restore modified GL state
412    glBindTexture(GL_TEXTURE_2D, last_texture);
413    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
414    glBindVertexArray(last_vertex_array);
415
416    return true;
417}
418
419void    ImGui_ImplOpenGL3_DestroyDeviceObjects()
420{
421    if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
422    if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
423    g_VboHandle = g_ElementsHandle = 0;
424
425    if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
426    if (g_VertHandle) glDeleteShader(g_VertHandle);
427    g_VertHandle = 0;
428
429    if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
430    if (g_FragHandle) glDeleteShader(g_FragHandle);
431    g_FragHandle = 0;
432
433    if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
434    g_ShaderHandle = 0;
435
436    ImGui_ImplOpenGL3_DestroyFontsTexture();
437}
438