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The MIT License (MIT) |
Copyright (c) 2014-2025 Omar Cornut |
Permission is hereby granted, free of charge, to any person obtaining a copy |
of this software and associated documentation files (the "Software"), to deal |
in the Software without restriction, including without limitation the rights |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
copies of the Software, and to permit persons to whom the Software is |
furnished to do so, subject to the following conditions: |
The above copyright notice and this permission notice shall be included in all |
copies or substantial portions of the Software. |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
SOFTWARE. |
Instructions to rebuild imgui_impl_sdlgpu3_shaders.h |
(You don't need to copy this folder if you are using the backend as-is) |
1) Compile the raw shader files to SPIRV: |
glslc -o vertex.spv -c shader.vert |
glslc -o fragment.spv -c shader.frag |
2) Build SDL_shadercross (https://github.com/libsdl-org/SDL_shadercross) |
3-A) Compiling for the Vulkan Driver: |
Nothing to do, you just need the previous vertex.spv/fragment.spv, proceed to step 4 |
3-B) Compiling for the DirectX 12 Driver: |
./shadercross vertex.spv -s SPIRV -d DXBC -t vertex -e main -o vertex.dxbc |
./shadercross fragment.spv -s SPIRV -d DXBC -t fragment -e main -o fragment.dxbc |
Proceed to step 4 |
3-C) Compiling for Metal (On windows you'll need the Metal Developer Tools for Windows, on linux you might use wine, but I never tested it): |
./shadercross vertex.spv -s SPIRV -d MSL -t vertex -e main -o vertex.metal |
./shadercross fragment.spv -s SPIRV -d MSL -t fragment -e main -o fragment.metal |
xcrun -sdk macosx metal -o vertex.ir -c vertex.metal |
xcrun -sdk macosx metal -o fragment.ir -c fragment.metal |
xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir |
xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir |
Proceed to step 4 |
4) Use a tool like https://notisrac.github.io/FileToCArray/ or misc/fonts/binary_to_compressed_c.cpp in imgui repository to convert the file to a uint8_t array. |
Script to rebuild shaders stored inside imgui_impl_vulkan.h |
(You don't need to copy this folder if you are using the backend as-is) |
dear imgui |
CHANGELOG |
This document holds the user-facing changelog that we also use in release notes. |
We generally fold multiple commits pertaining to the same topic as a single entry. |
Changes to backends are also included within the individual .cpp files of each backend. |
FAQ https://www.dearimgui.com/faq/ |
RELEASE NOTES: https://github.com/ocornut/imgui/releases |
WIKI https://github.com/ocornut/imgui/wiki |
GETTING STARTED https://github.com/ocornut/imgui/wiki/Getting-Started |
GLOSSARY https://github.com/ocornut/imgui/wiki/Glossary |
ISSUES & SUPPORT https://github.com/ocornut/imgui/issues |
WHEN TO UPDATE? |
- Keeping your copy of Dear ImGui updated regularly is recommended. |
- It is generally safe and recommended to sync to the latest commit in 'master' or 'docking' |
branches. The library is fairly stable and regressions tends to be fixed fast when reported. |
HOW TO UPDATE? |
- Update submodule or copy/overwrite every file. |
- About imconfig.h: |
- You may modify your copy of imconfig.h, in this case don't overwrite it. |
- or you may locally branch to modify imconfig.h and merge/rebase latest. |
- or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to |
specify a custom path for your imconfig.h file and instead not have to modify the default one. |
- Read the `Breaking Changes` section (in imgui.cpp or here in the Changelog). |
- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it. |
- If you are copying this repository in your codebase, please leave the demo and documentations files in there, they will be useful. |
- You may diff your previous Changelog with the one you just copied and read that diff. |
- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols. |
Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development, |
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users. |
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