/// <summary> /// Constructor of SceneTree class /// </summary> /// <param name="name">Name of the scene tree</param> /// <param name="renderer">Renderer</param> /// <param name="assetEngine">AssetEngine</param> internal SceneTree(string name, Renderer renderer, AssetEngine assetEngine) { Name = name; _renderer = renderer; AssetEngine = assetEngine; _camManager = new CameraManager(this); _root = CreateNode(); }
/// <summary> /// Constructor of Renderer class /// </summary> /// <param name="deviceManager">GraphicsDeviceManager</param> /// <param name="assetEngine">AssetEngine</param> internal Renderer(GraphicsDeviceManager deviceManager, AssetEngine assetEngine) { _graphicsDeviceManager = deviceManager; _graphicDevice = deviceManager.GraphicsDevice; deviceManager.DeviceCreated += GraphicsDeviceCreated; _spriteBatch = new SpriteBatch(_graphicDevice); _instancingManager = new InstanceBatchManager(this); _renderingTechnique = new SimpleRenderingTechnique(this, assetEngine[GraphicsConstant.Storage]); }
/// <summary> /// Constructor of MeshBoundingBox class /// </summary> /// <param name="name">Name of the mesh</param> /// <param name="assetEngine">AssetEngine</param> internal MeshBoundingBox(string name, AssetEngine assetEngine) { Debug.Assert(assetEngine != null); Name = name; _storage = assetEngine[GraphicsConstant.Storage]; LoadAsset(); InitializeMesh(); }
/// <summary> /// Constructor of GraphicsEngine class /// </summary> /// <param name="services">Services provider</param> public GraphicsEngine(IServiceProvider services) { if (services == null) throw new ArgumentNullException("services"); GraphicsDeviceManager deviceManager = services.GetService(typeof(IGraphicsDeviceManager)) as GraphicsDeviceManager; if (deviceManager == null) throw new NullReferenceException("Failed to find GraphicsDeviceManager"); IAssetEngineService assetService = services.GetService(typeof(IAssetEngineService)) as IAssetEngineService; if (assetService == null) throw new NullReferenceException("Failed to find AssetEngine service"); _deviceManager = deviceManager; _bufferManager = new BufferManager(_deviceManager); _assetEngine = assetService.AssetEngine; InitializeStorage(); InitializeResources(); }
/// <summary> /// Constructor of Storage class /// </summary> /// <param name="name">Name of the storage</param> /// <param name="engine">Asset engine that create this storage</param> internal Storage(string name, AssetEngine engine) { Name = name; _engine = engine; }
/// <summary> /// Constructor of PrefabFactory class /// </summary> /// <param name="assetEngine">AssetEngine</param> internal PrefabFactory(AssetEngine assetEngine) { _assetEngine = assetEngine; }