Beispiel #1
0
        /// <inheritdoc />
        protected override void Initialize()
        {
            base.Initialize();

            // Use a shared database for our shader system
            // TODO: Shaders compiled on main thread won't actually be visible to MicroThread build engine (contentIndexMap are separate).
            // It will still work and cache because EffectCompilerCache caches not only at the index map level, but also at the database level.
            // Later, we probably want to have a GetSharedDatabase() allowing us to mutate it (or merging our results back with IndexFileCommand.AddToSharedGroup()),
            // so that database created with MountDatabase also have all the newest shaders.
            ((IReferencable)effectCompiler).AddReference();
            EffectSystem.Compiler = effectCompiler;

            // Record used effects
            if (effectLogPath != null)
            {
                EffectSystem.EffectUsed += (request, result) =>
                {
                    if (result.HasErrors)
                    {
                        return;
                    }

                    using (var stream = File.Open(effectLogPath, FileMode.OpenOrCreate, FileAccess.ReadWrite))
                    {
                        var requests = AssetYamlSerializer.Default.DeserializeMultiple <EffectCompileRequest>(stream).ToList();
                        if (requests.Contains(request))
                        {
                            return;
                        }

                        var documentMarker = Encoding.UTF8.GetBytes("---\r\n");
                        stream.Write(documentMarker, 0, documentMarker.Length);
                        AssetYamlSerializer.Default.Serialize(stream, request);
                    }
                };
            }

            //init physics system
            var physicsSystem = new Bepu2PhysicsSystem(Services);

            Services.AddService <IPhysicsSystem>(physicsSystem);
            GameSystems.Add(physicsSystem);
        }
        public ThumbnailGenerator(EffectCompilerBase effectCompiler)
        {
            // create base services
            Services = new ServiceRegistry();
            Services.AddService(MicrothreadLocalDatabases.ProviderService);
            ContentManager = new ContentManager(Services);
            Services.AddService <IContentManager>(ContentManager);
            Services.AddService(ContentManager);

            GraphicsDevice      = GraphicsDevice.New();
            GraphicsContext     = new GraphicsContext(GraphicsDevice);
            GraphicsCommandList = GraphicsContext.CommandList;
            Services.AddService(GraphicsContext);
            sceneSystem = new SceneSystem(Services);
            Services.AddService(sceneSystem);
            fontSystem = new GameFontSystem(Services);
            Services.AddService(fontSystem.FontSystem);
            Services.AddService <IFontFactory>(fontSystem.FontSystem);

            GraphicsDeviceService = new GraphicsDeviceServiceLocal(Services, GraphicsDevice);
            Services.AddService(GraphicsDeviceService);

            var uiSystem = new UISystem(Services);

            Services.AddService(uiSystem);

            var physicsSystem = new Bepu2PhysicsSystem(Services);

            Services.AddService <IPhysicsSystem>(physicsSystem);

            gameSystems = new GameSystemCollection(Services)
            {
                fontSystem, uiSystem, physicsSystem
            };
            Services.AddService <IGameSystemCollection>(gameSystems);
            Simulation.DisableSimulation = true; //make sure we do not simulate physics within the editor

            // initialize base services
            gameSystems.Initialize();

            // create remaining services
            EffectSystem = new EffectSystem(Services);
            Services.AddService(EffectSystem);

            gameSystems.Add(EffectSystem);
            gameSystems.Add(sceneSystem);
            EffectSystem.Initialize();

            // Mount the same database for the cache
            EffectSystem.Compiler = EffectCompilerFactory.CreateEffectCompiler(effectCompiler.FileProvider, EffectSystem);

            // Deactivate the asynchronous effect compilation
            ((EffectCompilerCache)EffectSystem.Compiler).CompileEffectAsynchronously = false;

            // load game system content
            gameSystems.LoadContent();

            // create the default fonts
            var fontItem = OfflineRasterizedSpriteFontFactory.Create();

            fontItem.FontType.Size = 22;
            DefaultFont            = OfflineRasterizedFontCompiler.Compile(fontSystem.FontSystem, fontItem, true);

            // create utility members
            nullGameTime = new GameTime();
            SpriteBatch  = new SpriteBatch(GraphicsDevice);
            UIBatch      = new UIBatch(GraphicsDevice);

            // create the pipeline
            SetUpPipeline();
        }