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List of Renderer Bindings in this repository:

imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
imgui_impl_dx12.cpp ; DirectX12
imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with
modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern
programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan

List of high-level Frameworks Bindings in this repository: (combine Platform +


Renderer)

imgui_impl_allegro5.cpp
imgui_impl_marmalade.cpp

Note that Dear ImGui works with Emscripten. The examples_emscripten/ app uses
imgui_impl_sdl.cpp and
imgui_impl_opengl3.cpp, but other combinations are possible.

Third-party framework, graphics API and languages bindings are listed at:

Languages:
C, C#, ChaiScript, CovScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua,
Nim,
Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...

Frameworks:
Amethyst, bsf, Cinder, Cocoa2d-x, Diligent Engine, Flexium, GML/GameMaker
Studio,
GTK3 + OpenGL, Irrlicht, Ogre, OpenSceneGraph/OSG, openFrameworks, Orx,
L�VE+LUA,
Magnum, NanoRT, Nim Game Lib, px_render, Qt, Qt3d, SFML, Sokol, Unreal Engine
4, vtk...

Miscellaneous: Software Renderer, RemoteImgui, imgui-ws, etc.

Not sure which to use?


Recommended platform/frameworks:

GLFW Use imgui_impl_glfw.cpp


SDL2 Use imgui_impl_sdl.cp
Sokol Use util/sokol_imgui.h in Sokol repository.

Those will allow you to create portable applications and will solve and abstract
away many issues.

---------------------------------------
EXAMPLE APPLICATIONS
---------------------------------------

Building:
Unfortunately in 2018 it is still tedious to create and maintain portable build
files using external
libraries (the kind we're using here to create a window and render 3D triangles)
without relying on
third party software. For most examples here I choose to provide:
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
- Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own
codebase or compile those
directly with a command-line compiler.

example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp

example_apple_metal/
OSX & iOS + Metal.
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
It is based on the "cross-platform" game template provided with Xcode as of
Xcode 9.
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms
back-ends.
You may prefer to use the GLFW Or SDL back-ends, which will also support
Windows and Linux.)

example_apple_opengl2/
OSX + OpenGL2.
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms
back-ends.
You may prefer to use the GLFW Or SDL back-ends, which will also support
Windows and Linux.)

example_empscripten:
Emcripten + SDL2 + OpenGL3+/ES2/ES3 example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
Note that other examples based on SDL or GLFW + OpenGL could easily be modified
to work with Emscripten.
We provide this to make the Emscripten differences obvious, and have them not
pollute all other examples.

example_glfw_metal/
GLFW (Mac) + Metal example.
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm.

example_glfw_opengl2/
GLFW + OpenGL2 example (legacy, fixed pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS,
VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad/glbindings, you can replace
the OpenGL function loader)**
This code is mostly provided as a reference to learn about Dear ImGui
integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this
renderer is likely to
make things more complicated, will require your code to reset many OpenGL
attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.

example_glfw_opengl3/
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything
with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function
loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp
which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and
how to change it.)

example_glfw_vulkan/

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