Open ocornut opened 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.
From Oculus Medium blog (which are good reads) https://developer.oculus.com/blog/medium-under-the-hood-part-3-move-tool-and-asynchronous-operations-/
Dear imgui & node editor window with zoom and pan
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?
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 š
https://procedural.itch.io/lib0-engine
A live coding environment using Dear Imgui (Not by me)
Here's the picture from lib0 engine (by @procedural)
Another thing from twitter by @tseeker
And a talk by @Pagghiu at Italian C++ conference:: https://pagghiu.github.io/dev/Immediate-Mode-Graphical-User-Interfaces-in-C++-italiancpp2017-en/
I've been using imgui in my 3D fractal path tracer:
Curve editor with timeline
saw this project using imgui https://github.com/glimpse-project/glimpse
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.
sky color editor
A SDF Font generator. wip
Graphite: an experimental 3D modeler. This image: fluid simulation on a sphere. 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.
this is a Radio Button Labeled. the label is inside the radio :) for space saving in some case :)
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/
@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. "
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.
a File Dialog with Dirent.h (https://github.com/tronkko/dirent) for the FileSystems Requests :)
Source code here : https://github.com/aiekick/ImGuiFileDialog
@aiekick Nice! Can you share the sources? :-)
I've upgraded my curve editor
Readers, note that @nem0 also posted the code for this widget here: https://github.com/ocornut/imgui/issues/786#issuecomment-358106252
Greatful to use dear, imgui for open-source, cross-platform UI inside the IntelĀ® RealSenseā¢ SDK
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:
Here's a metrics graph from Intel's GameTechDev. (not mine, but maybe someone else will find it useful too)
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.
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/
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).
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.
@JSandusky Any source code will be published?
@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.
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
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
https://i.imgur.com/lbYkYem.gifv
Edit: reading the vert buffer correctly
@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 donāt 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.
Thereās also a software rasterizer example here, I donāt 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.
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!)
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!