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Author Topic: Black Shark Graphics Engine  (Read 19481 times)

BlackShark

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Re: Black Shark Graphics Engine
« Reply #15 on: May 16, 2021, 09:00:33 am »
Your website seems to be offline, currently.
Thanks!
I'm figuring with this problem. Today I'm planning a new release.

BlackShark

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Re: Black Shark Graphics Engine
« Reply #16 on: May 16, 2021, 02:33:23 pm »
I am glad to present a new minor version 2.01 of my engine https://bshark.org:
  • TBSpinEdit, TBScrollBar - added pending scroll (begins in second after hold a button);
  • egl initialization fixed (EGLint define was wrong in header);
  • remove wgl; now work only through egl;
  • TBCustomTable - generic method was removed because FPC 3.2.0 couldn't to compile it, only FPC 3.2.1;
  • TBCustomTable - wrong motion of cursor of selection moved by keyboard (up/down) was fixed;
  • TBCheckBox - remove very bad forgotten line;
  • TBlackSharkKDTree - min and max boundary reduced to (-max(single); max(single)), otherwise FPC couldn't to copy limit values from double to single;
  • new multisampling option: BSConfig.MultiSamplingSamples;
  • improve KD-tree test: added motion of objects, option of drawing of nodes the tree in every second, help-panel;
  • TBSTestScrollBox - brought back to normal state;
  • TBSTestMemo, TBSTestTrueTypeSmiles - excluded until because are not ready (TBSTestTrueTypeSmiles on Linux).

if you have a problem initialization in Linux, try to accomplish the next commands:
     
Code: Text  [Select][+][-]
  1.         sudo apt-get install libgles2-mesa-dev
  2.         sudo apt-get install libgles-dev  

I'm reminding that in Windows x64 you need to replace libEgl.dll and libGLESv2.dll from "bin\Win64".

Best regards,
BlackShark

BlackShark

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Re: Black Shark Graphics Engine
« Reply #17 on: May 17, 2021, 10:50:44 am »
Video about test of KD-tree in the engine: https://youtu.be/MVrxn3jQs1U

BlackShark

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Re: Black Shark Graphics Engine
« Reply #18 on: November 05, 2021, 04:02:14 pm »
I am glad to present a new version 2.02 of Black Shark Graphics Engine https://bshark.org:
  • loader of 3d-scenes and 3d-objects for COLLADA free specification (for example see TBSTestCollada);
  • implementation of skeletal animation;
  • instancing 2d primitives implemented by TBlackSharkInstancing2d (for example see TBSTestInstancing2d);
  • itself color was linked for an every instance in bs.instancing.TBlackSharkInstancing;
  • in bs.canvas.TArc:
    • a new property bs.canvas.TArc.Position2dCenter;
    • a new property TArc.InterpolateFactor; it allows to adjust degree of smoothing;
  • in bs.canvas.TPath:
    • added a possibility to draw by arc (for example see TBSTestCanvasPathArc);
    • a new property of curve smoothing InterpolateFactor;
  • a new class TPathMultiColored - the path in which can set itself color for an every point;
  • in TBSTest:
    • possibility to move camera and key events;
    • virtual methods for mouse input;
    • added new actions above the camera by mouse: rotate and move;
    • added a new property Allow3dManipulationByMouse;
  • platform-dependent binary resources were divided by directory;
  • new approach for using of shaders - selection of uniforms when they assigned to object instead explicit type conversion of the shader and get need uniform;
  • new virtual method in bs.shader.TBlackSharkShader.DefaultName; it allows don't remember a name of a file for every shader;
  • TheXmlWriter - a few bugfixes;
COLLADA specification loader implementation presentation:
https://youtu.be/Q7aOci3Pj1s

Best regards,
BlackShark
« Last Edit: November 12, 2021, 06:19:33 pm by BlackShark »

loaded

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Re: Black Shark Graphics Engine
« Reply #19 on: November 05, 2021, 05:57:02 pm »
The work and the video are very nice, congratulations, I wish you continued success.
Check out  loaded on Strava
https://www.strava.com/athletes/109391137

BlackShark

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Re: Black Shark Graphics Engine
« Reply #20 on: November 06, 2021, 07:41:41 am »
The work and the video are very nice, congratulations, I wish you continued success.
Thanks!

AlexTP

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Re: Black Shark Graphics Engine
« Reply #21 on: November 07, 2021, 08:22:12 am »
Is it possible to create a new widgetset from Black Shark, like we have gtk2, qt5?
« Last Edit: November 07, 2021, 08:23:51 am by Alextp »

funlw65

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Re: Black Shark Graphics Engine
« Reply #22 on: November 07, 2021, 09:27:17 am »
It has already a quite complete set of widgets. But I guess you can go in any direction (a TurboVision like "text" interface, or widgets like in BGRAControls, or both) with it.

BTW, we can already make awesome GUI interfaces with BGRABotmap and company! Unfortunately, in OPM there is an "incomplete" version that does not have yet edit input widgets (as in TEdit, etc.)
FreePascal 3.2.2, C 10.2.1, D 1.24 under Linux(init,musl,glibc), DragonflyBSD, NetBSD
gui: gtk2, qt5, raylib4.x+raygui3.x, nanovg 
tui: freevision, tvision2, termbox2+widgets, finalcut
db: typhoon-1.11...

BlackShark

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Re: Black Shark Graphics Engine
« Reply #23 on: November 07, 2021, 05:09:48 pm »
Is it possible to create a new widgetset from Black Shark, like we have gtk2, qt5?

It seems possible and easy in current state the engine, but it isn't my main purpose. Welcome in its development ;). I add some controls when I need it. Now for me seem a few imperfect integration implementation to windows system VCL/LCL and some other things, which I want to improve of course. As always, the main problem is the lack of free time for this project.

AlexTP

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Re: Black Shark Graphics Engine
« Reply #24 on: November 07, 2021, 06:16:39 pm »
I do not have the knowledge to make the widgetset work. If you agree to work on it, I will donate $100 after the work is done. :)

funlw65

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Re: Black Shark Graphics Engine
« Reply #25 on: November 10, 2021, 02:59:41 pm »
@BlackShark, can you make a demo  that demonstrates all the GUI elements? Thank you!
FreePascal 3.2.2, C 10.2.1, D 1.24 under Linux(init,musl,glibc), DragonflyBSD, NetBSD
gui: gtk2, qt5, raylib4.x+raygui3.x, nanovg 
tui: freevision, tvision2, termbox2+widgets, finalcut
db: typhoon-1.11...

BlackShark

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Re: Black Shark Graphics Engine
« Reply #26 on: November 10, 2021, 07:57:18 pm »
I do not have the knowledge to make the widgetset work. If you agree to work on it, I will donate $100 after the work is done. :)
Thanks) Maybe you'll debt me $)

BlackShark

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Re: Black Shark Graphics Engine
« Reply #27 on: November 10, 2021, 08:06:05 pm »
@BlackShark, can you make a demo  that demonstrates all the GUI elements? Thank you!
Do you mean controls? If so, I will try to do it, but they exist already now in test units, and them are very few...
« Last Edit: November 10, 2021, 08:14:15 pm by BlackShark »

AlexTP

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Re: Black Shark Graphics Engine
« Reply #28 on: November 10, 2021, 09:43:49 pm »
BlackShark, it will be amazing if you make the first LCL widgetset with 3D-accelerated painting. Hard part is: many LCL controls (listbox, listview, treeview, button, bitbtn, speedbutton...)

funlw65

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Re: Black Shark Graphics Engine
« Reply #29 on: November 16, 2021, 12:03:29 pm »
BlackShark, your test program has errors at compilation time on Linux64 Lazarus 2.2.0rc3 and fpc 3.2.2 in bs.test.instancing, lines 313 and 320 (the second parameter of vec2 is tvec2i64 and tvec2f expected). I had to typecast it as int32 to see it in action. 

FreePascal 3.2.2, C 10.2.1, D 1.24 under Linux(init,musl,glibc), DragonflyBSD, NetBSD
gui: gtk2, qt5, raylib4.x+raygui3.x, nanovg 
tui: freevision, tvision2, termbox2+widgets, finalcut
db: typhoon-1.11...

 

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