ocornut / imgui

Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
MIT License
61.31k stars 10.33k forks source link

Gallery: Post your screenshots / code here (PART 5) #1269

Open ocornut opened 7 years ago

ocornut commented 7 years ago

This is Part 5, I am splitting issues to reduce loading times and avoid github collapsing messages.

Browse all threads and find latest one to post to using the gallery label.

Also see: Software using dear imgui (you can help complete the list!)

You can post your screenshots here!

ocornut commented 7 years ago

Merlin3D by @BalazsJako:

Using it in my own engine as a shader editor/inspector within my frame capture facility: Tooltips for identifiers are provided by using reflection service of DX11.

32989455-39f00566-cd0e-11e7-82ce-2e37816b86c4

ocornut commented 7 years ago

From Oculus Medium blog (which are good reads) https://developer.oculus.com/blog/medium-under-the-hood-part-3-move-tool-and-asynchronous-operations-/

23204364_1960396460866012_4240193582369079296_n

Otse6olectric commented 6 years ago

Dear imgui & node editor window with zoom and pan

ezgif com-resize

ocornut commented 6 years ago

Looking nice @Brianfog! Perhaps post a higher resolution GIF if you have one. How are you handling the font zooming? Regular bilinear filtering of a same oversampled font?

Otse6olectric commented 6 years ago

Here is a short video. The filtering didn't turn out as good as I wanted so I went with the second solution. Dear Imgui made it pretty easy to implement šŸ‘

drudru commented 6 years ago

https://procedural.itch.io/lib0-engine

A live coding environment using Dear Imgui (Not by me)

ocornut commented 6 years ago

Here's the picture from lib0 engine (by @procedural) ztdsbg

Another thing from twitter by @tseeker zs6wfyp2l3alp5k6weu

And a talk by @Pagghiu at Italian C++ conference:: https://pagghiu.github.io/dev/Immediate-Mode-Graphical-User-Interfaces-in-C++-italiancpp2017-en/

OpenKastle commented 6 years ago

I've been using imgui in my 3D fractal path tracer:

OakFS imgui

thennequin commented 6 years ago

Curve editor with timeline timelinedemo2

unknowndevice commented 6 years ago

saw this project using imgui https://github.com/glimpse-project/glimpse

glimpse

Aidan63 commented 6 years ago

output Link to higher quality twitter gif

Just recently got my haxe bindings to a usable state and decided to convert one of my tools to use them. The tool allows you to create track files for a top down racing game I'm working on. You import SVG bezier paths made in something like gimp or inkscape and the track skeleton is created allowing you to stretch the offsets of each track point. The final stage is painting tiles onto the track to create the design.

matiTechno commented 6 years ago

daynight sky color editor

aiekick commented 6 years ago

A SDF Font generator. wip

wip2

BrunoLevy commented 6 years ago

Graphite: an experimental 3D modeler. This image: fluid simulation on a sphere. image Using ImGui 1.53 with the new ''Light' style, the LUA bindings, and a custom object model. Properties editors and command dialogs are generated on the fly, by consulting the object model.

aiekick commented 6 years ago

this is a Radio Button Labeled. the label is inside the radio :) for space saving in some case :) 2018-01-10_21-47-45

jangalomph commented 6 years ago

disguiseddarkaplomadofalcon-max-14mb Higher Quality Video.

This is for our real time vector field generator, VectorayGen!

And you can see videos of the software here: https://jangafx.com/vectoraygen-starter-tutorial-series/

ocornut commented 6 years ago

@CedricGuillemet released a little timeline/sequencer widget (part of the ImGuizmo repo)

https://github.com/CedricGuillemet/ImGuizmo "A WIP little sequencer used to edit frame start/end for different events in a timeline. " 687474703a2f2f692e696d6775722e636f6d2f4265794e77436e2e706e67

123tris commented 6 years ago

tristeon_2018-01-11_11-17-57 I made a game engine with Leon Brands and used ImGUI completely for the editor. Working great so far! The project is open-source here: https://github.com/HyperionDH/Tristeon However I wouldn't recommend anybody to use it right now because the master is a mess because of the lack of branch usage.

aiekick commented 6 years ago

a File Dialog with Dirent.h (https://github.com/tronkko/dirent) for the FileSystems Requests :)

2018-01-11_19-48-51

Source code here : https://github.com/aiekick/ImGuiFileDialog

data-man commented 6 years ago

@aiekick Nice! Can you share the sources? :-)

nem0 commented 6 years ago

I've upgraded my curve editor curve_editor

ocornut commented 6 years ago

Readers, note that @nem0 also posted the code for this widget here: https://github.com/ocornut/imgui/issues/786#issuecomment-358106252

dorodnic commented 6 years ago

2018-01-19_11-17-35 Greatful to use dear, imgui for open-source, cross-platform UI inside the IntelĀ® RealSenseā„¢ SDK

codecat commented 6 years ago

Here's a couple screenshots of Openplanet, which is a third-party extension project for ManiaPlanet (Trackmania, Shootmania, etc.)

And a bit of an older screenshot, but with more action:

Nukem9 commented 6 years ago

Here's a metrics graph from Intel's GameTechDev. (not mine, but maybe someone else will find it useful too)

MetricsGui

paladin-t commented 6 years ago

I can't make BASIC8 (https://paladin-t.github.io/b8/) so easy to use without ImGui. Saved me lots of time on the work of GUI.

tools

djdeath commented 6 years ago

GPUTop, a system wide GPU analysis tool for Intel GPU on Linux : https://github.com/rib/gputop/ UI is also deployed to emscripten/webgl at http://www.gputop.com/

screenshot from 2018-02-04 15-10-33

JSandusky commented 6 years ago

Been gutting the daylights out of @thedmd 's node editor and @BalazsJako 's text editor this weekend getting shader-graphs setup and generating code in both GLSL and HLSL (that actually works, mostly).

image

Most of the shader generation was stupid trivial ... except for the whole vertex-data / linkage bit that I've rewritten 5 or 6 times now.

ArnCarveris commented 6 years ago

@JSandusky Any source code will be published?

JSandusky commented 6 years ago

@ArnCarveris the shader specific stuff will be. I'm spinning it off into an Urho3D shader editor over the course of this week and I'll be OSS'ing that at the end of the week (doubt it'll take more than 1 or 2 more days really).

The final stuff probably won't be since I want to take it off into a direction similar to TFX in Bungie's Destiny and a much larger swathe than just shading in the pipeline.

cmaughan commented 6 years ago

I posted earlier in this thread about a little editor I had been working on. It has moved along a little bit - and can now be used with Qt or ImGui, and source is available for those interested. It supports a notepad-like editing mode, and a Vim mode. Still a work in progress, but it is probably stable enough to use :) There are build badges which take you to Mac/Linux & PC CI, and unit tests, in particular for the Vim mode.

It is on my page here: https://github.com/cmaughan/zep

sample sample-qt

LAK132 commented 6 years ago

I managed to get this running almost flawlessly on an ESP32 with a TFT screen, just need to work out how to get the fonts to display correctly and get a pixel buffer going with the limited RAM

Code so far: https://pastebin.com/qCvDQ49v

setup

https://i.imgur.com/lbYkYem.gifv

Edit: reading the vert buffer correctly a

ocornut commented 6 years ago

@LAK132 Nice! For software rasterization you may specialize your code for what imgui is outputing. Some suggestions: 1/ check uv coordinates to detect primitives that are pointing to the white pixel of the text atlas, so for all the filling you donā€™t need to be texture mapping = faster. 2/ detect axis aligned quad made of two triangles: they are the text quads. Rasterizing a textured, axis aligned quad is much easier than two random textures triangles = faster. 3/ disable anti-aliased primitives, disable rounding = much much faster polygons = faster. 4/ then you might optimize for clipped vs not clipped paths as well.

Thereā€™s also a software rasterizer example here, I donā€™t know how fast it is https://github.com/sronsse/imgui/tree/sw_rasterizer_example/examples/sdl_sw_example

At some point I'd like to provide a nicely optimized software rendering example. It will also be useful for our regression-testing system.

ocornut commented 6 years ago

This is Part 5. Locking this now. Moving to Part 6. Screenshots Part 1 #123 Screenshots Part 2 #539 Screenshots Part 3 #772 Screenshots Part 4 #973 Screenshots Part 5 #1269 Screenshots Part 6 #1607 Screenshots Part 7 #1902 Screenshots Part 8 #2265 Screenshots Part 9 #2529 Also see: Software using dear imgui (you can help complete the list!)

Gellert5225 commented 2 years ago

This is the menu I'm working on currently. 0u54tb2lf 0u54tb2lf

idk what games you plan to cheat on, if it's single player then whatever, if it's an online game then f off

zjutcaicai commented 1 year ago

I'm using ImGui to customise the good old MW: 2005 to my liking, I'm even using it do draw my own HUD (well, technically only a speedometer, for now)!

(image does no justice, take a look at the gif below) image

gif

another one: image 2

gif 2

helloļ¼your design is pretty good.Is this project open sourceļ¼Ÿ