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Gallery: Post your screenshots / code here (PART 2) #539

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ocornut opened this issue Feb 28, 2016 · 73 comments
Open

Gallery: Post your screenshots / code here (PART 2) #539

ocornut opened this issue Feb 28, 2016 · 73 comments
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@ocornut
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ocornut commented Feb 28, 2016

This is Part 2, 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!

@MrSmith33
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Thanks for a second part, that was to much for my browser to handle.

@zmertens
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This might be a bit underwhelming, but I used ImGui to make a transparent overlay for my Julia Fractal Renderer on Android.
screenshot_2016-02-28-14-45-45

[Here's the application itself](https://play.google.
com/store/apps/details?id=org.innerproduct.lgl_sceneviewer)

The OpenGL code is borrowed from the OpenGL SuperBible's Julia fractal example. I think I may add some buttons as well.

@paperManu
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I use dear imgui in a video mapping software, Splash.

screenshot from 2016-03-05 10 18 09

As I'm not much of a GUI person, the usage is pretty basic. Although when I see some examples in this thread I wish I had more time to put in it!

@ocornut
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ocornut commented Mar 6, 2016

Mini example in wiki of a helper to store values so you can plot them over time in 1 line.
https://github.com/ocornut/imgui/wiki/plot_var_example

ImGui::PlotVar("Speed", current_speed);
capture

@ocornut
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ocornut commented Mar 8, 2016

Some pictures from Tearaway that I grabbed a while ago (late 2014)
This is early in the PS4 port. Got the authorisation to release them.

tearaway-001

tearaway-002

tearaway-003

tearaway-004

tearaway-005

tearaway-006

@ocornut
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ocornut commented Mar 8, 2016

Hi!

We are building a realtime 360 video stitcher for VR and using dear imgui for our gui :D

oden

@JoNil Nice. Would you mind posting your colors in #184 for reference? Are you handling clipping of the left-aligned labels? I have a local stash to allow switch from widget-label to label-widget but the earlier has so many benefits for layout. (Laying out multiple widget on a same line, etc.)

@ocornut
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ocornut commented Mar 8, 2016

Some more stuff from another game.

Showing some gauges, Render Targets, Profiler (seen before)
20160308-0025-crop

Memory Usage, Loaded resources, Assert configuration
20160308-0026-crop

@ocornut
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ocornut commented Mar 8, 2016

A material editor
imgui_eg2

Particle stuff (seen before)
imgui_eg1

Quad-tree
imgui_eg0

@jelowang
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jelowang commented Mar 9, 2016

cacu
this is our tool, a vfx editor.still working in progress.
thanks for your job @ocornut

@citruslee
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image

I'm creating some sort of primitive infopanel/track timeline in ImGui. If anybody wants the code, here it is: http://pastebin.com/N1E5XR20

@nem0
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nem0 commented Mar 15, 2016

Updated my profiler
profiler

@brucelane
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@citruslee it might be useful for me, thank you

@citruslee
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@brucelane please do, but I think you need to alter it a bit. I might upload a more recent fixed version of it :)

@kylawl
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kylawl commented Mar 22, 2016

We've integrated @nem0's docking implementation. Makes life easier, thanks @nem0!

lumote-2016_03_22-11_27_35

@nem0
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nem0 commented Mar 22, 2016

@kylawl I am glad it's useful. Is your screenshot from some open source project?

@kylawl
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kylawl commented Mar 22, 2016

@nem0 We're using ImGui and the docking for our game Lumote so It's unlikely the source for the game will be made open. We would like to open source some of the underlying tech but right now our focus is the game.

@citruslee
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@kylawl this looks seriously cool

@ghost
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ghost commented Mar 25, 2016

I am the editor programmer for Chrono-Drive, a student game at DigiPen that uses a custom engine. We use ImGui + ImWindow for our editor.
editor

video link here. https://youtu.be/gFbh4wxZ6DE?t=2m3s
www.chrono-drive.com

@nem0
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nem0 commented Mar 25, 2016

@jnboard007 nice, are you using some library for rendering or is it build from scratch too?

@ghost
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ghost commented Mar 25, 2016

@nem0 we are using DirectX11 for rendering. Everything is from scratch except ImGui + ImWindow for the editor, CEGUI for in-game menu rendering and logic, luabridge lua bindings, and Havok Physics for rigidbody simulation.

@edselmalasig
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@ocornut https://youtu.be/cHJGQf-6XCE

i did that kept for the algorithms on dsp.

It was written to use glut but i changed it to use SDL2 and your imgui

@vd3d
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vd3d commented Mar 31, 2016

We have used ImGui to write our GPU Rendering & animation environment.

screenshot - interior design

https://www.youtube.com/watch?v=211NzYhNSFQ

@xposure
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xposure commented Mar 31, 2016

While this doesn't look like much I was feeling pretty accomplished and wanted to drop this here. I'm in the process of porting ImGUI to .NET and finally have something rendering to the screen. Currently using MonoGame as the rendering front end.

image

@xposure
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xposure commented Mar 31, 2016

Fixed most the rendering issues, I'm still fighting with the look of fonts since I'm using FreeType2 instead of STB, I had to make some considerable changes there, everything else is pretty much a 1 to 1 port tho as of now. I may create a new issue if you don't mind to show the progress and then when its ready put a link to the GitHub repo.

image

@ocornut
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ocornut commented Mar 31, 2016

@vd3d krys: looking very nice!
On the bottom right the labels are displayed a little too high compared to the widgets on the right. There's a weirdly named function AlignFirstTextHeightToWidgets() you can use to fix that.
Good luck with the kickstarter!

@ocornut
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ocornut commented Apr 1, 2016

@xposure out of curiosity, why aren't you calling the c++ code from c# instead of "porting" it? confused by the idea of using freetype or porting any code tbh.

@r-lyeh-archived
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@xposure, FYI, a dual freetype2/stb effort w/ SDF can be located here https://github.com/tangrams/fontstash-es

@xposure
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xposure commented Apr 1, 2016

@ocornut my own personal reason is to tear apart this code and see how the inner workings of a ImGui work, but there are a lot of people that wouldn't even take a 2nd look at c++/imgui because they can't easily change it. I'd probably just use ImGui bindings if it had everything I was looking for, but there are a lot of things I want to add myself in a language I enjoy programming in.

As for free type, I couldn't find a suitable stb true type binding for .net and already had experience using free type.

@r-lyeh I'll check it out, thanks.

@enemymouse
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Here is a little input-mapping proof of concept. Imgui made it so easy and fast to mock up.

imgui-test

And a little fun with progress bars showing input scaling
imgui-test-2

@wasamasa
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@eliasdaler
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Also the second part. :)

@ocornut
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ocornut commented Jul 29, 2016

Untitled game by @gimblll
cobqmxmw8aenyn9 jpg orig

More Lumix Engine
cotcsupwgaeflus jpg orig

OpenBoardViewer https://github.com/OpenBoardView/OpenBoardView
5dc7745c-4abe-11e6-9e7f-0215bd9eaef3

WalrusRPG
imgui

@Flix01
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Flix01 commented Jul 29, 2016

A mine-game for Dear ImGui:
imguiminegame

@hypernewbie
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Vulkan static pipeline layout editor
vk_pipeline_layout

Vulkan spirv binary decompiler & viewer
vk_spirv_viewer

@ocornut
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ocornut commented Jul 30, 2016

@fabioarnold
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Screenshot
This is a very primitive offline clone of Shadertoy. It parses the uniforms from a fragment shader and lets you edit them in realtime (by dragging).
Link: https://github.com/fabioarnold/TwoTriangles

@ocornut
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ocornut commented Aug 3, 2016

@fabioarnold Nice, very good idea! Posting some thoughts on your Github :)

@jarikomppa
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jarikomppa commented Aug 5, 2016

Really simple dot graph thingy.

gif animation

#include "imgui.h"
#define IMGUI_DEFINE_MATH_OPERATORS
#include "imgui_internal.h"

namespace ImGui
{
    int PlotDots(const char *label, const ImVec2& size, int maxpoints, ImVec2 *points)
    {
        int i;
        if (maxpoints < 1)
            return 0;

        ImGuiWindow* window = GetCurrentWindow();

        ImGuiContext& g = *GImGui;
        const ImGuiStyle& style = g.Style;
        const ImGuiID id = window->GetID(label);
        if (window->SkipItems)
            return 0;

        ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
        ItemSize(bb);
        if (!ItemAdd(bb, NULL))
            return 0;

        RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);

        float ht = bb.Max.y - bb.Min.y;
        float wd = bb.Max.x - bb.Min.x;

        // dots
        for (i = 0; i < maxpoints; i++)
        {
            ImVec2 a = points[i];
            if (a.x >= 0 && a.x <= 1 && a.y >= 0&& a.y <= 1)
            {
                a = a * (bb.Max - bb.Min) + bb.Min;
                ImVec2 b = a + ImVec2(1.5, 1.5);

                window->DrawList->AddRectFilled(a, b, GetColorU32(ImGuiCol_PlotLines));
            }
        }

        RenderTextClipped(ImVec2(bb.Min.x, bb.Min.y + style.FramePadding.y), bb.Max, label, NULL, NULL, ImGuiAlign_Center);
        return 0;
    }
};

@ocornut
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ocornut commented Aug 7, 2016

This is Part 2. I am splitting issues to reduce loading times and locked the old ones.

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!)

Repository owner locked and limited conversation to collaborators Aug 7, 2016
@ocornut ocornut changed the title Post your screenshots / code here (PART 2) Gallery: Post your screenshots / code here (PART 2) Jun 2, 2017
@ocornut ocornut added the gallery label Aug 6, 2017
Repository owner unlocked this conversation Mar 10, 2020
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