// (minor and older changes stripped away, please see git history for details)
// 2018-XX-XX: Draw: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from io.DisplayPos (top left) to io.DisplayPos+io.DisplaySize (bottom right). io.DisplayPos is typically (0,0) for single viewport applications.
// (minor and older changes stripped away, please see git history for details)
// 2018-XX-XX: Draw: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from io.DisplayPos (top left) to io.DisplayPos+io.DisplaySize (bottom right). io.DisplayPos is typically (0,0) for single viewport applications.
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from io.DisplayPos (top left) to io.DisplayPos+io.DisplaySize (bottom right). io.DisplayPos is typically (0,0) for single viewport applications.
// (minor and older changes stripped away, please see git history for details)
// 2018-XX-XX: Draw: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
#include"imgui.h"
#include"imgui_impl_opengl3.h"
#include<GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
// Our visible imgui space lies from io.DisplayPos (top left) to io.DisplayPos+io.DisplaySize (bottom right). io.DisplayPos is typically (0,0) for single viewport applications.