struct ImGui_ImplOpenGL2_Data
{
    GLuint       FontTexture;

    ImGui_ImplOpenGL2_Data() { memset(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.
    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
    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.
    // (DO NOT MODIFY THIS FILE! Add the code in your calling function)
    //   GLint last_program;
    //   glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
    //   glUseProgram(0);
    //   ImGui_ImplOpenGL2_RenderDrawData(...);
    //   glUseProgram(last_program)
    // There are potentially many more states you could need to clear/setup that we can't access from default headers.
    // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).

    // Setup viewport, orthographic projection matrix
    // 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.
    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.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// This is in order to be able to run within an OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
{
    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
    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
    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
    ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);

    // Will project scissor/clipping rectangles into framebuffer space
    ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
    ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)

    // Render command lists
    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)
                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
    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
    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
    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
    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();
}
