Esempio n. 1
0
        public void Load(ContentManager contentManager)
        {
            _contentManager = new ThreadSafeContentManager(contentManager.ServiceProvider)
            {
                RootDirectory = "Content"
            };

            rollTexture2D = _contentManager.Load <Texture2D>("Graphical User Interface/ring");
            skyboxCube    = _contentManager.Load <TextureCube>("ShaderModules/Skybox/skyboxCubemap");
            fresnelMap    = _contentManager.Load <Texture>("ShaderModules/AnimatedModelShader/fresnel2");

            model = _contentManager.Load <Model>("ShaderModules/Skybox/isosphere" /*"ShaderModules/AnimatedModelShader/cube"*/);

            _skyboxRenderModule = new SkyboxRenderModule();
            _skyboxRenderModule.Load(_contentManager, "ShaderModules/Skybox/skybox", "ShaderModules/Skybox/isosphere");
            _skyboxRenderModule.SetSkybox(skyboxCube);

            _animatedModelShader = new AnimatedModelShader();
            _animatedModelShader.Load(_contentManager, "ShaderModules/AnimatedModelShader/AnimatedModelShader");
            _animatedModelShader.EnvironmentMap = skyboxCube;
            _animatedModelShader.FresnelMap     = fresnelMap;

            int test  = 1024;
            int level = 7;

            int outp = test >> level;


            _ambientOcclusionShader = new AmbientOcclusionShader();
            _ambientOcclusionShader.Load(_contentManager, "ShaderModules/AmbientOcclusionShader/AmbientOcclusionShader");
        }
Esempio n. 2
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 public void Load(ContentManager content, string path)
 {
     //Hot swapping
     _contentManager = new ThreadSafeContentManager(content.ServiceProvider)
     {
         RootDirectory = "Content"
     };
     ReloadShader(path);
 }
Esempio n. 3
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        public void Load(ContentManager content, string path)
        {
            //Hot swapping
            _contentManager = new ThreadSafeContentManager(content.ServiceProvider)
            {
                RootDirectory = "Content"
            };

            WireFrameRasterizer          = new RasterizerState();
            WireFrameRasterizer.FillMode = FillMode.WireFrame;
            WireFrameRasterizer.CullMode = CullMode.None;
            ReloadShader(path);
        }
Esempio n. 4
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        /// <summary>
        /// Loads the asset asynchronously on another thread.
        /// </summary>
        /// <typeparam name="T">The type of the asset to load</typeparam>
        /// <param name="contentManager">The content manager that will load the asset</param>
        /// <param name="assetName">The path and name of the asset (without the extension) relative to the root directory of the content manager</param>
        /// <param name="action">Callback that is called when the asset is loaded</param>
        public static void Load <T>(this ThreadSafeContentManager contentManager, string assetName, Action <T> action)
        {
#if MONOMAC
            // Loading content on a background thread seems to be completely undoable on Mac //Yeti
            return;
#endif

            return;

            ThreadPool.QueueUserWorkItem((s) =>
            {
                //T asset = contentManager.DefaultLoad<T>(assetName); // non-blocking version, maybe? //Debug
                T asset = contentManager.Load <T>(assetName);
                if (action != null)
                {
                    // Silverlight/Windows Phone version, or something idk
                    //Deployment.Current.Dispatcher.BeginInvoke(action, asset);
                    action.BeginInvoke(asset, null, null);
                }
            });
        }
Esempio n. 5
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        public static void init(Game game, ContentManager content, GameServiceContainer services)
        {
            Content              = new ThreadSafeContentManager(services, "Content");
            Battler_Content      = new ThreadSafeContentManager(services, "Content");
            Chapter_Text_Content = new ThreadSafeContentManager(services, "Content");

            if (Services == null)
            {
                Services = new GameServiceContainer();

                Services.AddService(typeof(IAudioService), new Audio_Engine.Audio_Service());

                Services.AddService(
                    typeof(Tactile.Services.Rumble.BaseRumbleService),
                    new Tactile.Services.Rumble.RumbleService(game));
                Services.AddService(
                    typeof(Tactile.Services.Input.BaseInputService),
                    new Tactile.Services.Input.InputService(game));

                Item_Data.equipment_data     = new Equipment_Service();
                Data_Class.class_data        = new Class_Service();
                Data_Weapon.weapon_type_data = new WeaponTypeService();
                TactileBattlerImage.animation_battler_data = new BattlerAnimsService();

                Global.game_state   = new Game_State();
                Global.game_options = new Game_Options();
                Global.game_system  = new Game_System();
                Global.game_temp    = new Game_Temp();

#if DEBUG && WINDOWS
                DebugMonitor = new Debug_Monitor.DebugMonitorState();
#endif
            }

            load_data_content();

            Scene_Map.set_content(services);
        }
Esempio n. 6
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        /// <summary>
        /// Initializes the control, creating the ContentManager
        /// and using it to load a SpriteFont.
        /// </summary>
        protected override void Initialize()
        {
            content = new ThreadSafeContentManager(Services, "Content");
            playState = PlayState.Stopped;

            Stage.renderer = new Renderer(GraphicsDevice);
            Stage.renderer.Initialize();
            GameLib.Renderer.DrawTriggers = true;

            timer = Stopwatch.StartNew();

            Stage.Content = content;
            Stage.Editor = true;

            Stage.renderer.LoadContent();

            font = content.Load<SpriteFont>("DefaultFont");

            Mouse.WindowHandle = this.Handle;
            Application.Idle += delegate { Invalidate(); };
            SlowMotion = false;
            SlowAmount = 2.0f;

            dispatcherService = new XNAFrameworkDispatcherService();
        }