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BlackShark

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Re: Black Shark Graphics Engine
« Reply #30 on: November 16, 2021, 04:12:00 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.

fixed https://bshark.org/downloads:
  -TBSTestCollada - register of file name fixed;
  -TBSTestInstancing2d - cast to TVec2f fixed;

Thanks!

funlw65

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Re: Black Shark Graphics Engine
« Reply #31 on: November 16, 2021, 08:28:27 pm »
Thank you for the library, is awesome!
Lazarus 2.2.0rc3 fpc 3.2.2, Linux, UNIX BSD
widgetset: gtk2, msegui, qt5,  bgrabitmap controls
Immediate mode GUI: raygui 3.0

BlackShark

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Black Shark Graphics Engine
« Reply #32 on: January 17, 2022, 10:25:00 am »
I am glad to present a new version 3.0 of Black Shark Graphics Engine https://bshark.org/downloads:
  • all dependencies on LCL/VCL/FMX were removed from all units, for except "bs.viewport";
  • a new pure Black Shark application (see examples "/tests/delphi/BSApplication" and "/tests/lazarus/BSApplication"); it is also supported by delphi for linux target compilation;
  • a new own system of windows (see example "bs.test.windows.TBSTestWindows" through command line parameters in "BSApplicatoin");
  • a performance was improved for applications based on TBlackSharkViewPort (LCL/VCL);
  • a new own decoder of PNG images;
  • automatically support of 32-bit indexes was added for the mesh (for high polygonal meshes); if amount indexes to occur more 65536, then buffer indexes translates from 16-bit to 32-bit format;
  • bs.font - range errors were fixed (the errors appear in mode compiling "Range check error");
  • a new property "bs.renderer.TBlackSharkRenderer.FPS";
  • improve performance for TPath and its descendants: a path with thickness 1 pixel draws through GL_LINE_STRIP;
  • bs.align - a fix for right/bottom anchor;
  • Channel in Telegram: https://t.me/BSharkGE

Best regards,
BlackShark
« Last Edit: January 18, 2022, 11:50:26 pm by BlackShark »

funlw65

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Re: Black Shark Graphics Engine
« Reply #33 on: January 18, 2022, 04:47:20 am »
"all dependencies on LCL/VCL/FMX were removed"

This is great. I'll give it a try after finishing the current project.
Lazarus 2.2.0rc3 fpc 3.2.2, Linux, UNIX BSD
widgetset: gtk2, msegui, qt5,  bgrabitmap controls
Immediate mode GUI: raygui 3.0

BlackShark

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Re: Black Shark Graphics Engine
« Reply #34 on: February 06, 2022, 04:52:01 pm »
Hi!
A new version 3.02:
+ TPath was improved:
   + a support of multi color;
   + draws strokes if to set property StrokeLength > 0;
   + because of it changes in TPath, TPathMultiColored was marked as deprecated;
+ BSConfig.MaxFPS switched on for "tests/delphi/VCL/AppTestVCL" and "tests/lazarus/LazTests" projects;
+ now default behavior for TBlackSharkViewport - if BSConfig.MaxFPS is switch off then redraw occurs only when it receives events from OS.

I opened a repository the engine for everybody on github.com:
https://github.com/PVV-BS/BlackShark

Download:
https://bshark.org/downloads

Best regards,
BlackShark

funlw65

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Re: Black Shark Graphics Engine
« Reply #35 on: February 06, 2022, 06:23:42 pm »
Thank you!
Lazarus 2.2.0rc3 fpc 3.2.2, Linux, UNIX BSD
widgetset: gtk2, msegui, qt5,  bgrabitmap controls
Immediate mode GUI: raygui 3.0

BlackShark

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Re: Black Shark Graphics Engine
« Reply #36 on: June 13, 2022, 07:27:42 pm »
Hi!
I am glad to present new version 4.0:
    + support for the Android OS has been added; see a test project: "./tests/lazarus/Android/HelloBlackShark/jni/blackshark.lpr" and its application-wrapper project for Android Studio:  "./tests/lazarus/Android/HelloBlackShark"; your also need to create 'assets' directory and copy to it all folders from 'bin', for except other platforms folders (such as  'Win32' and 'Win64'); for compilation to ARM architecture you need change in 'build.gradle' file value 'x86_64'  to 'armeabi' and select 'Arm' build profile for the project in IDE Lazarus (Options->Compiler Options->Build modes));
    + support for the Ultibo OS has been added; see a test project: "./tests/lazarus/Ultibo/BSApplication/BSApplication.lpr"; for its compilation use this IDE: https://github.com/ultibohub/Core/releases/download/2.5.037/Ultibo-Core-2.5.037-Beetroot.exe; before starting, also do not forget to copy to the root of the SD card all folders from the bin directory, except for Win32 and Win64;
    + on Raspberry OS it just has been run without special implementation;
    + high DPI support for default GUI sizes;
    + adaptive FPS was improved for the pure Black Shark application;
    + TBTable - some fixes;
    + Cubic Hermite interpolation adopted for 3d;
    + new IBAnimationPath3d for animation with path;
    + visibility of scroll bars was fixed in TBCustomComboBox and him descendants;
    + refactoring of gl-context creation, bs.font, bs.renderer (multiple passes were fixed), bs.config (save and load implementations were added), bs.gui.chat.

Promo:
https://youtu.be/AfQVbszvugQ

Download:
https://bshark.org/downloads

Git:
https://github.com/PVV-BS/BlackShark
« Last Edit: June 14, 2022, 07:58:02 pm by BlackShark »

440bx

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Re: Black Shark Graphics Engine
« Reply #37 on: June 13, 2022, 10:24:14 pm »
Nice work! :)
FPC v3.0.4 and Lazarus 1.8.2 on Windows 7 64bit.

Lulu

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Re: Black Shark Graphics Engine
« Reply #38 on: June 14, 2022, 04:47:58 pm »
Impressive !
Have a nice life

AFFRIZA 亜風実

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Re: Black Shark Graphics Engine
« Reply #39 on: June 14, 2022, 05:56:40 pm »
Wow... Amazing, good job.
Kyoukai Framework: https://github.com/afuriza/kyoukai_framework

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BlackShark

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Re: Black Shark Graphics Engine
« Reply #40 on: June 14, 2022, 06:21:55 pm »
Thanks! Thanks! Thanks! :-[

krolikbest

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Re: Black Shark Graphics Engine
« Reply #41 on: June 15, 2022, 09:16:19 pm »
I've not tested the ultibo yet, but it made me curious. Does ultibo provide access to the RPi hardware layer (i2c,spi, gpio and so on), or is the access dependent (so far) on the library I use  (like wiringPi, BaseUnix..)?
 Any way, impressive!

BlackShark

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Re: Black Shark Graphics Engine
« Reply #42 on: June 16, 2022, 07:17:02 am »
I've not tested the ultibo yet, but it made me curious. Does ultibo provide access to the RPi hardware layer (i2c,spi, gpio and so on)...?
Yes, It do.
Ultibo supports differ hardware inputs itself, I created listeners for mouse and keyboard, also made still empty template for GPIO in TODO state. Similarly, you can easily create your own.
You can find more information here about supported hardware by Ultibo:
https://ultibo.org/wiki/Supported_Hardware
Any way, impressive!
Thanks!

AlexTP

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Re: Black Shark Graphics Engine
« Reply #43 on: June 25, 2022, 07:52:01 pm »
Is it possible to create the sub-project, for text-only functionality: take TLazIntfImage (for example, it may be TBitmap or another bitmap), render text string on it using given font?
Renderer must keep background coloring and must render using different font style B-I-U-S.

Why? Speed-up CudaText on Linux.

BlackShark

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Re: Black Shark Graphics Engine
« Reply #44 on: June 26, 2022, 09:01:37 am »
Is it possible to create the sub-project, for text-only functionality: take TLazIntfImage (for example, it may be TBitmap or another bitmap), render text string on it using given font?
Renderer must keep background coloring and must render using different font style B-I-U-S.

Why? Speed-up CudaText on Linux.

Font styles aren't supporting now, like font metrics. This features have TODO state. Text processing are demanding serious reworking now :-[
But the engine supplies raster or vector glyphs which you can use how you like. You don't even need to use a some special image to draw, you can do it anywhere and however you want, including a various background.

 

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