ssgl VS imgui

Compare ssgl vs imgui and see what are their differences.

ssgl

single source shaders for opengl (by msqrt)

imgui

Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies (by ocornut)
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ssgl imgui
13 351
68 55,870
- -
2.1 9.7
5 months ago 6 days ago
C C++
MIT License MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

ssgl

Posts with mentions or reviews of ssgl. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-08-11.
  • [2023 Day 8 (Part 2)] [Dart] Is it normal that the code takes ages to run?
    1 project | /r/adventofcode | 9 Dec 2023
    It's here. I made a post about it too, there's some details in the comments on how this works.
  • [2023 Day 5 (Part 2)] [GLSL] If brute force doesn't work, you aren't using enough
    1 project | /r/adventofcode | 6 Dec 2023
    Here I'm doing GLSL and running it via OpenGL on top of my own helper library (the main branch of the code repo explains it pretty well). For me it's the easiest way to code for a GPU by a wide margin, but I guess that's to be expected. For performance, the most important things here are using shared memory and persistent threads so there are less global reads and especially atomics (I wanted to do a local reduction on the end result but for whatever reason subgroup operations don't work on 64-bit integers and I didn't bother to write it out with shared memory)
  • Why there aren't graphics APIs designed to be source compatible with the CPU side like CUDA?
    1 project | /r/GraphicsProgramming | 17 Jan 2023
    Some of it is fine-grained control, some is how it’s nice to be able to treat shaders as separate entities, some is just different preference. But no actual limitation, in fact I built a thing for that on top of OpenGL.
  • Why aren't there constantly more shading languages popping up all the time like other languages?
    12 projects | /r/GraphicsProgramming | 11 Aug 2022
    Include is probably your best bet there. Personally I use this system that I made, which borrows the single source programming model from CUDA so that shaders are just reinterpreted C++ code that can sit within the rest of the program. This means I can call the same functions from C++ and the shaders, and includes work just like any other includes.
  • What are the best C++ talks that one should watch?
    2 projects | /r/cpp | 9 Jun 2022
    I also already have a library that gives compile time errors, by having the shaders just be a part of the C++ program :) This would also benefit slightly from having embedded files, as I wouldn't need to do the runtime hacks that are currently in place.
  • Automatically selecting fragment shaders in a pipeline DSL based on vertex shader and bound samplers - good or bad idea?
    1 project | /r/gameenginedevs | 18 May 2022
    As a side note, you may be interested in this library that someone posted on /r/GraphicsProgramming awhile ago. Haven't used it, but it seems like it might fit in with your general design philosophy.
  • True story right now
    1 project | /r/ProgrammerHumor | 25 Apr 2022
    Because mine is the most faithful reproduction of GLSL I've seen. Almost all features work the same in C++ as they do in shaders -- the notable difference is that you can't pass swizzles by reference, and inout arguments have to be defined with a slightly wonky syntax.
  • Low-level OpenGL abstractions
    3 projects | /r/opengl | 2 Apr 2022
    The culmination of my attempts at wrapping OpenGL is ssgl, which foregoes basically all binding and lets you write shaders along C++ with semi-automatic lambda capture. The underlying implementation is filled with dragons, but from personal experience it's just bonkers how much nicer it is to work with compared to any other approach I've used.
  • A simple way to enforce (standard) header include order?
    1 project | /r/cpp_questions | 18 Mar 2022
    I have a library that due to its nature (it defines a domain-specific language within C++) has to define macros for a bunch of words that some standard headers use as variable names. This causes the standard headers to completely break if my library headers are included before them, and the errors are less than intuitive. Is there a simple way to produce a meaningful error (like "library header must be included last") if a standard header is included after the library headers? Googling didn't help much, and at a quick glance standard headers don't appear to contain too many extremely common names that I could #define to static_assert or something. I'm fine with the sensible error being limited to a few of the big standard implementations, so the option of just going through the headers and finding enough such names is doable, but it'd be nice to have a cleaner solution.
  • Learning OpenGL
    1 project | /r/ProgrammerHumor | 26 Feb 2022
    Yeah, the state machine aspect does make debugging cumbersome, and it's very easy to forget some option in the wrong setting. But I don't fully agree with "a collection of spells", I think the steps to achieve something are (mostly) pretty straight forward. Though maybe memories go sweeter with time, I haven't written any binding code after making ssgl :-)

imgui

Posts with mentions or reviews of imgui. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-06.
  • Using raylib with Dear ImGui: Game Dev Debugging UI
    5 projects | dev.to | 6 Apr 2024
    include(cmake/CPM.cmake) function(raylib_imgui_setup_dependencies) message(STATUS "Include Dear ImGui") FetchContent_Declare( ImGui GIT_REPOSITORY https://github.com/ocornut/imgui GIT_TAG 277ae93c41314ba5f4c7444f37c4319cdf07e8cf) # v1.90.4 FetchContent_MakeAvailable(ImGui) FetchContent_GetProperties(ImGui SOURCE_DIR IMGUI_DIR) add_library( imgui STATIC ${imgui_SOURCE_DIR}/imgui.cpp ${imgui_SOURCE_DIR}/imgui_draw.cpp ${imgui_SOURCE_DIR}/imgui_widgets.cpp ${imgui_SOURCE_DIR}/imgui_tables.cpp) target_include_directories(imgui INTERFACE ${imgui_SOURCE_DIR}) include(cmake/CPM.cmake) message(STATUS "Include dbg-macro") cpmaddpackage( "gh:sharkdp/dbg-macro#fb9976f410f8b29105818b20278cd0be0e853fe8" )# v0.5.1 message(STATUS "Include fmtlib") cpmaddpackage("gh:fmtlib/fmt#e69e5f977d458f2650bb346dadf2ad30c5320281" )# 10.x message(STATUS "Include raylib") cpmaddpackage("gh:raysan5/raylib#ae50bfa2cc569c0f8d5bc4315d39db64005b1b0" )# v5.0 message(STATUS "Include spdlog") cpmaddpackage("gh:gabime/spdlog#7c02e204c92545f869e2f04edaab1f19fe8b19fd" )# v1.13.0 message(STATUS "Include rlImGui") FetchContent_Declare( rlImGui GIT_REPOSITORY https://github.com/raylib-extras/rlImGui GIT_TAG d765c1ef3d37cf939f88aaa272a59a2713d654c9) FetchContent_MakeAvailable(rlImGui) FetchContent_GetProperties(rlImGui SOURCE_DIR RLIMGUI_DIR) add_library(rlimgui STATIC ${rlimgui_SOURCE_DIR}/rlImgui.cpp) target_link_libraries(rlimgui PRIVATE imgui raylib) target_include_directories(rlimgui INTERFACE ${rlimgui_SOURCE_DIR}) endfunction()
  • Ask HN: Fastest cross-platform GUI stack/strategy
    3 projects | news.ycombinator.com | 18 Mar 2024
  • Immediate Mode GUI Programming
    15 projects | news.ycombinator.com | 15 Jan 2024
    Immediate mode is a fuzzy concept, as witnessed by this writeup: https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradi...
  • Nebula is an open-source and free-to-use modern C++ game engine
    6 projects | news.ycombinator.com | 9 Jan 2024
  • Black Triangles
    1 project | news.ycombinator.com | 26 Dec 2023
    It's fun to see the evolution in e.g. these examples of image loading for Dear Imgui:

    https://github.com/ocornut/imgui/wiki/Image-Loading-and-Disp...

    DirectX9 will even load the image for you, DirectX11 okay we get a few more structures to fill out, DirectX12 is where it goes off the rails and we are filling out a bunch of UNKNOWN DONT_CARE JUST_DO_IT. Then of course Vulkan is the one that gets the big fat "this probably won't actually work for you" warning.

    I understand whats happening, but you know sometimes I just want to display a fucking image.

  • Dear ImGui: Bloat-free Graphical User interface with minimal dependencies
    10 projects | news.ycombinator.com | 20 Dec 2023
    ImGui is engine/GPU agnostic

    Themeing isn't a just a retained mode thing, you can do wonders with immediate UIs, even thought (dear)ImGui doesn't provide much, you can still do wonders: https://github.com/ocornut/imgui/issues/707#issuecomment-362...

    More on that topic: https://www.youtube.com/watch?v=Z1qyvQsjK5Y

  • Where do I start to learn C++ for a game development
    2 projects | /r/gamedev | 10 Dec 2023
    Bonus: If you want to make desktop app with UI, then this is another great C++ library and it's also simple to learn as well. https://github.com/ocornut/imgui.
  • GUI library for fast prototyping
    3 projects | /r/rust | 6 Dec 2023
    AFAIK the Rust equivalent to C++'s Dear ImGui is egui.
  • Stretching myself thin with Dear ImGui projects
    2 projects | dev.to | 28 Nov 2023
    They use a Dear ImGui, a C++ GUI library.
  • PCSX2 Disables Wayland Support
    7 projects | news.ycombinator.com | 26 Nov 2023
    Aside from bugs and driver issues, Wayland has some unfortunate design limitations. For example, Dear ImGui multi-viewports don't work because "Wayland doesn't let application read or write windows positions."

    https://github.com/ocornut/imgui/wiki/Multi-Viewports

    This is a feature available on Windows, macOS, and of course X11. Making choices like this means desktop Linux becomes even more of a weird island that nobody wants to support.

What are some alternatives?

When comparing ssgl and imgui you can also consider the following projects:

slang - Making it easier to work with shaders

wxWidgets - Cross-Platform C++ GUI Library

Wisdom-Shaders - A Minecraft shaderspack. Offers high performance with high quality at the same time.

nuklear - A single-header ANSI C immediate mode cross-platform GUI library

SPIRV-Cross - SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.

NanoGUI - Minimalistic GUI library for OpenGL

SDL_shader_tools - Shader compiler and tools for SDLSL (Simple Directmedia Layer Shader Language)

GTK+ - Read-only mirror of https://gitlab.gnome.org/GNOME/gtk

SHADERed - Lightweight, cross-platform & full-featured shader IDE

egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native

Fwog - Froggy OpenGL Engoodener

CEGUI