e5f2295398
# Conflicts: # examples/imgui_impl_opengl2.cpp # examples/imgui_impl_opengl3.cpp # imgui.cpp
237 lines
12 KiB
Plaintext
237 lines
12 KiB
Plaintext
---------------------------------------
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README FIRST
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Dear ImGui is highly portable and only requires a few things to run and render:
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- Providing mouse/keyboard inputs
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- Uploading the font atlas texture into graphics memory
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- Providing a render function to render indexed textured triangles
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- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
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- Optional (Advanced,Beta): platform window API to use multi-viewport.
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This is essentially what the example bindings in this folder are providing + obligatory portability cruft.
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It is important to understand the difference between the core Dear ImGui library (files in the root folder)
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and examples bindings which we are describing here (examples/ folder).
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You should be able to write bindings for pretty much any platform and any 3D graphics API. With some extra
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effort you can even perform the rendering remotely, on a different machine than the one running the logic.
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This folder contains two things:
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- Example bindings for popular platforms/graphics API, which you can use as is or adapt for your own use.
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They are the imgui_impl_XXXX files found in the examples/ folder.
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- Example applications (standalone, ready-to-build) using the aforementioned bindings.
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They are the in the XXXX_example/ sub-folders.
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You can find binaries of some of those example applications at:
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http://www.miracleworld.net/imgui/binaries
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---------------------------------------
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MISC COMMENTS AND SUGGESTIONS
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---------------------------------------
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- Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
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Please read the comments and instruction at the top of each file.
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- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
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to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual
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ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to
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catch up with what changed.
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- Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
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However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path
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and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
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You may experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself,
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to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor
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at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered
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cursor only when an interactive drag is in progress.
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Note that some setup or GPU drivers are likely to be causing extra lag depending on their settings.
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If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an
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application drawing a shape directly under the mouse cursor.
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---------------------------------------
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EXAMPLE BINDINGS
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---------------------------------------
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Most the example bindings are split in 2 parts:
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- The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
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Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp)
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- The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data.
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Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp)
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- The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
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Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
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- Some bindings for higher level frameworks carry both "Platform" and "Renderer" parts in one file.
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This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp).
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- If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using
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your own API. As a recommendation, if you are new to Dear ImGui, try using the existing binding as-is
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first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
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imgui_impl_xxxx files to fit under your coding style, consider that it is not necessary!
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In fact, if you are new to Dear ImGui, rewriting them will almost always be harder.
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Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering
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system layered over DirectX11.
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Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
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Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer
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using your own functions, etc.
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Please consider using the bindings to the lower-level platform/graphics API as-is.
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Example: your engine is multi-platform (consoles, phones, etc.), you have high-level systems everywhere.
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Suggestion: step 1: try using a non-portable binding first (e.g. win32 + underlying graphics API)!
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This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
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works and is bound, you can rewrite the code using your own systems.
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- From Dear ImGui 1.XX we added an (optional) feature called "viewport" which allows imgui windows to be
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seamlessly detached from the main application window. This is achieved using an extra layer to the
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platform and renderer bindings, which allows imgui to communicate platform-specific requests such as
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"create an additional OS window", "create a render context", "get the OS position of this window" etc.
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When using this feature, the coupling with your OS/renderer becomes much tighter than a regular imgui
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integration. It is also much more complicated and require more work to integrate correctly.
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If you are new to imgui and you are trying to integrate it into your application, first try to ignore
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everything related to Viewport and Platform Windows. You'll be able to come back to it later!
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Note that if you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit
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from improvements and fixes related to viewports and platform windows without extra work on your side.
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See 'ImGuiPlatformIO' for details.
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List of Platforms Bindings in this repository:
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imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
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imgui_impl_osx.mm ; macOS native API
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imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
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imgui_impl_win32.cpp ; Win32 native API (Windows)
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imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
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List of Renderer Bindings in this repository:
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imgui_impl_dx9.cpp ; DirectX9
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imgui_impl_dx10.cpp ; DirectX10
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imgui_impl_dx11.cpp ; DirectX11
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imgui_impl_dx12.cpp ; DirectX12
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imgui_impl_metal.mm ; Metal (with ObjC)
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imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
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imgui_impl_opengl3.cpp ; OpenGL3, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
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imgui_impl_vulkan.cpp ; Vulkan
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List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)
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imgui_impl_allegro5.cpp
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imgui_impl_marmalade.cpp
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Third-party framework, graphics API and languages bindings are listed at:
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https://github.com/ocornut/imgui/wiki/Bindings
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Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
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Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
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OpenSceneGraph, openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
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Miscellaneous: Software Renderer, RemoteImgui, etc.
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---------------------------------------
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EXAMPLE APPLICATIONS
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---------------------------------------
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Building:
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Unfortunately in 2018 it is still tedious to create and maintain portable build files using external
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libraries (the kind we're using here to create a window and render 3D triangles) without relying on
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third party software. For most examples here I choose to provide:
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- Makefiles for Linux/OSX
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- Batch files for Visual Studio 2008+
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- A .sln project file for Visual Studio 2010+
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- Xcode project files for the Apple examples
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Please let me know if they don't work with your setup!
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You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
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directly with a command-line compiler.
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example_win32_directx9/
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DirectX9 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
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example_win32_directx10/
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DirectX10 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
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example_win32_directx11/
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DirectX11 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
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example_win32_directx12/
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DirectX12 example, Windows only.
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This is quite long and tedious, because: DirectX12.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
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example_apple_metal/
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OSX & iOS + Metal.
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It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
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(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
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= game template + imgui_impl_osx.mm + imgui_impl_metal.mm
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example_apple_opengl2/
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OSX + OpenGL2.
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(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
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= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
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example_glfw_opengl2/
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
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GLFW + OpenGL2 example (legacy, fixed pipeline).
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This code is mostly provided as a reference to learn about ImGui integration, because it is shorter.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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make things more complicated, will require your code to reset many OpenGL attributes to their initial
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state, and might confuse your GPU driver. One star, not recommended.
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
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example_glfw_opengl3/
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GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline, binding modern functions with GL3W).
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This uses more modern OpenGL calls and custom shaders.
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
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example_glfw_vulkan/
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GLFW (Win32, Mac, Linux) + Vulkan example.
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This is quite long and tedious, because: Vulkan.
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
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example_sdl_opengl2/
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
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SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
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This code is mostly provided as a reference to learn about ImGui integration, because it is shorter.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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make things more complicated, will require your code to reset many OpenGL attributes to their initial
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state, and might confuse your GPU driver. One star, not recommended.
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
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example_sdl_opengl3/
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SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
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This uses more modern OpenGL calls and custom shaders.
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
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example_sdl_vulkan/
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SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
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This is quite long and tedious, because: Vulkan.
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
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example_allegro5/
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Allegro 5 example.
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= main.cpp + imgui_impl_allegro5.cpp
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example_freeglut_opengl2/
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FreeGLUT + OpenGL2.
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= main.cpp + imgui_impl_freeglut.cpp + imgui_impl_opengl2.cpp
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example_marmalade/
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Marmalade example using IwGx.
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= main.cpp + imgui_impl_marmalade.cpp
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