The Engine class is the main container of all the subsystems. This includes the RenderSystem, various ResourceManagers, etc.
Inheritance: IDisposable
コード例 #1
0
ファイル: Game.cs プロジェクト: Azerothian/Illisian.Niva
		public Game(Root root, RenderWindow renderWindow)
		{
			_root = root;
			_renderWindow = renderWindow;
			_renderItems = new List<IRenderItem>();
			_context = this;
		}
コード例 #2
0
ファイル: Program.cs プロジェクト: Azerothian/Illisian.Niva
		static void Main(string[] args)
		{
			IConfigurationManager ConfigurationManager = ConfigurationManagerFactory.CreateDefault();
			using (Root _root = new Root("game.log"))
			{
				ConfigurationManager.RestoreConfiguration(_root);
				if (ConfigurationManager.ShowConfigDialog(_root))
				{
					ConfigurationManager.SaveConfiguration(_root);

					using (RenderWindow _renderWindow = _root.Initialize(true, "Illisian.Niva"))
					{

						var game = new Game(_root, _renderWindow);
						WindowEventMonitor.Instance.RegisterListener(_renderWindow, game);
						game.OnLoad();
						game.CreateScene();
						_root.FrameRenderingQueued += game.OnRenderFrame;
						_root.FrameStarted += game.UpdateInput;
						_root.FrameStarted += game.UpdateOverlay;
						_root.FrameEnded += game.OnRenderFrameEnd;
						_root.StartRendering();

						game.OnUnload();
					}
				}

			}
		}
コード例 #3
0
ファイル: Main.cs プロジェクト: WolfgangSt/axiom
		private bool _configure( Options options )
		{
			// instantiate the Root singleton
			engine = new Root( "AxiomDemos.log" );

			_setupResources();

			dlg = new DemoConfigDialog();
			dlg.LoadRenderSystemConfig += new ConfigDialog.LoadRenderSystemConfigEventHandler( LoadRenderSystemConfiguration );
			dlg.SaveRenderSystemConfig += new ConfigDialog.SaveRenderSystemConfigEventHandler( SaveRenderSystemConfiguration );
			dlg.LoadDemos( DemoAssembly );

			if ( String.IsNullOrEmpty( options.Sample ) )
			{
				DialogResult result = dlg.ShowDialog();

				if ( result == DialogResult.Cancel )
				{
					Root.Instance.Dispose();
					engine = null;
					return false;
				}
			}
			else
			{
				engine.RenderSystem = engine.RenderSystems[ 0 ];
				this.LoadRenderSystemConfiguration( this, engine.RenderSystems[ 0 ] );
			}

			return true;
		}
コード例 #4
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ファイル: DemoView.cs プロジェクト: WolfgangSt/axiom
		void Initialize()
		{
			try
			{
				//new AndroidAssetArchive( this.Context.Assets );

				// instantiate the Root singleton
				_engine = new Root( "AxiomDemos.log" );

				( new Axiom.RenderSystems.OpenGLES.GLESPlugin() ).Initialize();
				( new Axiom.Platform.Android.Plugin() ).Initialize();

				Root.Instance.RenderSystem = Root.Instance.RenderSystems[ "OpenGLES" ];

				_loadPlugins();

				_setupResources();

				demo = new Demos.Tutorial1();

				demo.Setup( this.GraphicsContext, this.Width, this.Height );
			}
			catch ( Exception ex )
			{
				Console.WriteLine( "An exception has occurred. See below for details:" );
				Console.WriteLine( BuildExceptionString( ex ) );
			}
		}
コード例 #5
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		public void Initialise(Root item)
		{
			_root = item;

			Game.Context.Input.KeyDown += Input_KeyDown;
			Game.Context.Input.KeyUp += Input_KeyUp;

		}
コード例 #6
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ファイル: Game.cs プロジェクト: ryan-bunker/axiom3d
		private void PreInitialize()
		{
			this.ConfigurationManager = new DefaultConfigurationManager();

			// instantiate the Root singleton
			this.Engine = new Root( this.ConfigurationManager.LogFilename );

			// add event handlers for frame events
			this.Engine.FrameStarted += Engine_FrameRenderingQueued;
		}
コード例 #7
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		public WinFormConfigurationDialog( Root engine, ResourceGroupManager resourceManager )
		{
			this.Engine = engine;
			this.ResourceManager = resourceManager;

			this.SetStyle( SWF.ControlStyles.DoubleBuffer, true );
			InitializeComponent();

			LogoResourceName = _logoResourceNameDefault;
			IconResourceName = _iconResourceNameDefault;
		}
コード例 #8
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ファイル: Program.cs プロジェクト: WolfgangSt/axiom
 private static void Main()
 {
     using (var r = new Root())
     {
         r.RenderSystem = r.RenderSystems[0];
         using (r.Initialize(true))
         {
             var win = new DemoWindow(r);
             win.OnLoad();
             r.FrameRenderingQueued += win.OnRenderFrame;
             r.StartRendering();
             win.OnUnload();
         }
     }
 }
コード例 #9
0
ファイル: Client.cs プロジェクト: vvnurmi/MOOLGOSS
        public void Start(string host, bool userConfigure, bool debugSettings)
        {
            // HACK: Use an English culture so that Axiom.Overlays.Elements.BorderPanel works.
            System.Threading.Thread.CurrentThread.CurrentCulture = System.Globalization.CultureInfo.InvariantCulture;

            // HACK: Get assembly Axiom.Platforms.Win32.dll loaded before any dynamically created assembly.
            // This is to avoid an exception getting thrown from the Root constructor.
            System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(typeof(Axiom.Platforms.Win32.Win32InputReader).TypeHandle);

            var service = Connect(host);
            var configuration = ConfigurationManagerFactory.CreateDefault();
            using (var root = new Root("MOOLGOSS.log"))
            using (Globals.Input = new Input())
            {
                root.RenderSystem = root.RenderSystems[0];
                root.RenderSystem.ConfigOptions["VSync"].Value = "Yes";
                root.RenderSystem.ConfigOptions["Full Screen"].Value = "Yes";
                var bestMode =
                    root.RenderSystem.ConfigOptions["Video Mode"].PossibleValues
                    .Where(x => x.Value.Contains("32-bit color"))
                    .LastOrDefault().Value;
                if (bestMode != null) root.RenderSystem.ConfigOptions["Video Mode"].Value = bestMode;
                if (debugSettings)
                {
                    root.RenderSystem.ConfigOptions["Full Screen"].Value = "No";
                    root.RenderSystem.ConfigOptions["Video Mode"].Value = "800 x 600 @ 32-bit color";
                }
                if (userConfigure && !configuration.ShowConfigDialog(root)) return;
                var window = CreateRenderWindow(root.RenderSystem.ConfigOptions["Video Mode"].Value == "Yes");
                Globals.Input.Initialize(window, ownMouse: !debugSettings);
                ResourceGroupManager.Instance.AddResourceLocation("Media", "Folder", true);
                ResourceGroupManager.Instance.InitializeAllResourceGroups();
                Globals.Scene = root.CreateSceneManager(SceneType.Generic);
                Globals.UI = new UserInterface();
                Globals.UI.AddMode(new TitleScreen());
                Globals.UI.AddMode(new Gameplay(service));
                Globals.UI.AddMode(new Docked());
                Globals.UI.SetMode("Title Screen");
                CreateCamera(window);
                root.FrameStarted += FrameStartedHandler;
                root.StartRendering();
            }
        }
コード例 #10
0
ファイル: Main.cs プロジェクト: WolfgangSt/axiom
        private bool _configure( )
        {
            // instantiate the Root singleton
            engine = new Root( "AxiomDemos.log" );

            _setupResources();

            // HACK: Temporary
            ConfigDialog dlg = new ConfigDialog();
            DialogResult result = dlg.ShowDialog();
			if ( result == DialogResult.Cancel )
			{
				Root.Instance.Dispose();
				engine = null;
				return false;
			}

            return true;
        }
コード例 #11
0
ファイル: Game.cs プロジェクト: WolfgangSt/axiom
        private bool _configure()
        {
            new XnaResourceGroupManager();

            // instantiate the Root singleton
            engine = new Root( "AxiomDemos.log" );

#if (XBOX || XBOX360)
//            ( new Axiom.RenderSystems.Xna.Plugin() ).Initialize();
#endif

            Root.Instance.RenderSystem = Root.Instance.RenderSystems[ "Xna" ];

            Root.Instance.RenderSystem.ConfigOptions[ "Use Content Pipeline" ].Value = "Yes";
            Root.Instance.RenderSystem.ConfigOptions[ "Video Mode" ].Value = "1280 x 720 @ 32-bit color";

            _setupResources();

            engine.FrameStarted += engine_FrameStarted;
			
            return true;
        }
コード例 #12
0
        private static void Main()
        {
            using (var r = new Root())
            {
                if (r.RenderSystems.Count == 0)
                    throw new Exception("No Rendersystem found");

                Console.WriteLine("Select a Rendersystem");
                for (var i = 0; i < r.RenderSystems.Count; i++)
                    Console.WriteLine("{0}: {1}", i + 1, r.RenderSystems[i].Name);

                while (true)
                {
                    int index;
                    if (!int.TryParse(Console.ReadKey(true).KeyChar.ToString(), out index))
                        continue;

                    if (index < 1)
                        continue;
                    index--;

                    if (index >= r.RenderSystems.Count)
                        continue;

                    r.RenderSystem = r.RenderSystems[index];
                    break;
                }


                using (r.Initialize(true))
                {
                    var win = new DemoWindow(r, r.AutoWindow);
                    win.OnLoad();
                    r.FrameRenderingQueued += win.OnRenderFrame;
                    r.StartRendering();
                    win.OnUnload();
                }
            }
        }
コード例 #13
0
ファイル: Program.cs プロジェクト: BitAlchemists/DeepSpace
        static void Main(string[] args)
        {
            AxiomTutorial app = new AxiomTutorial();
            Root engine = new Root("EULog.txt");
            List<RenderSystem> renderSystems = new List<RenderSystem>(engine.RenderSystems.Values);
            //renderSystems[0]
            engine.RenderSystem = renderSystems[0];
            const string CONFIG_FILE = @"EngineConfig.xml";
            string resourceConfigPath = Path.GetFullPath(CONFIG_FILE);

            if (File.Exists(resourceConfigPath))
            {
                EngineConfig config = new EngineConfig();

                // load the config file
                // relative from the location of debug and releases executables
                config.ReadXml(CONFIG_FILE);

                // interrogate the available resource paths
                foreach (EngineConfig.FilePathRow row in config.FilePath)
                {
                    ResourceGroupManager.Instance.AddResourceLocation(Path.GetFullPath(row.src), row.type, row.group);
                }
            }

            /*
            ConfigDialog dlg = new ConfigDialog();
            DialogResult result = dlg.ShowDialog();
            if (result == DialogResult.Cancel)
            {
                return;
            }
            */

            app.SetupResources();
            app.Start();
        }
コード例 #14
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        /// <summary>
        ///		Called to shutdown the engine and dispose of all it's resources.
        /// </summary>
        public void Dispose()
        {
            // force the engine to shutdown
            Shutdown();

            if (OverlayManager.Instance != null) {
                OverlayManager.Instance.Dispose();
            }
            if (OverlayElementManager.Instance != null) {
                OverlayElementManager.Instance.Dispose();
            }
            if (FontManager.Instance != null) {
                FontManager.Instance.Dispose();
            }
            if (ArchiveManager.Instance != null) {
                ArchiveManager.Instance.Dispose();
            }
            if (SkeletonManager.Instance != null) {
                SkeletonManager.Instance.Dispose();
            }
            if (MeshManager.Instance != null) {
                MeshManager.Instance.Dispose();
            }

            if (MaterialManager.Instance != null) {
                MaterialManager.Instance.Dispose();
            }
            Axiom.Serialization.MaterialSerializer.materialSourceFiles.Clear();

            if (ParticleSystemManager.Instance != null) {
                ParticleSystemManager.Instance.Dispose();
            }
            if (ControllerManager.Instance != null) {
                ControllerManager.Instance.Dispose();
            }
            if (HighLevelGpuProgramManager.Instance != null) {
                HighLevelGpuProgramManager.Instance.Dispose();
            }
            if (PluginManager.Instance != null) {
                PluginManager.Instance.Dispose();
            }

            Pass.ProcessPendingUpdates();

            if (PlatformManager.Instance != null) {
                PlatformManager.Instance.Dispose();
            }
            if (LogManager.Instance != null) {
                LogManager.Instance.Dispose();
            }

            instance = null;
        }
コード例 #15
0
ファイル: AxiomPad.cs プロジェクト: siegelpeter/UAV-NET
        public virtual bool Setup()
        {
            // instantiate the Root singleton
            engine = new Root( "AxiomEngine.log" );
              //  engine = Root.Instance;
            ResourceGroupManager.Instance.AddResourceLocation("./media/", "Folder", "General", false, true);
            Axiom.Core.ResourceGroupManager.Instance.InitializeAllResourceGroups();

            engine.RenderSystem = engine.RenderSystems.First().Value;

             //   window = Root.Instance.Initialize(false);
            window = CreateRenderWindow(this.pictureEdit1);
            // add event handlers for frame events
            engine.FrameStarted += OnFrameStarted;
            //   engine.FrameRenderingQueued += OnFrameRenderingQueued;
            // engine.FrameEnded += OnFrameEnded;

               // TechDemoListener rwl = new TechDemoListener(window);
              //  WindowEventMonitor.Instance.RegisterListener(window, rwl);

            ChooseSceneManager();

            CreateCamera();

            CreateViewports();

            // set default mipmap level
            TextureManager.Instance.DefaultMipmapCount = 5;

            // Create any resource listeners (for loading screens)
               // this.CreateResourceListener();
            // Load resources

            ResourceGroupManager.Instance.InitializeAllResourceGroups();

            //ShowDebugOverlay(showDebugOverlay);

            //CreateGUI();

             //   input = SetupInput();

            // call the overridden CreateScene method

            CreateScene();
            return true;
        }
コード例 #16
0
ファイル: DemoView.cs プロジェクト: WolfgangSt/axiom
		public override void Close()
		{
			_engine = null;
			demo.Dispose();
			base.Close();
		}
コード例 #17
0
		/// <summary>
		/// 
		/// </summary>
		public abstract bool ShowConfigDialog( Root engine );
コード例 #18
0
 public void Initialise(Axiom.Core.Root item)
 {
     _root = item;
 }
コード例 #19
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		/// <summary>
		/// 
		/// </summary>
		/// <param name="engine"></param>
		/// <param name="defaultRenderer"></param>
		public abstract void SaveConfiguration( Root engine, string defaultRenderer );
コード例 #20
0
        /// <summary>
        ///     Constructor.
        /// </summary>
        /// <remarks>
        ///     This public contructor is intended for the user to decide when the Root object gets instantiated.
        ///     This is a critical step in preparing the engine for use.
        /// </remarks>
        /// <param name="configFileName">Name of the config file to load.</param>
        /// <param name="logFileName">Name of the default log file. (not used)</param>
        public Root(string configFileName, string logFileName)
        {
            if (instance == null) {
                instance = this;

                this.configFileName = configFileName;
                this.meterFrameCount = 0;
                this.pendingMeterFrameCount = 0;

                StringBuilder info = new StringBuilder();

                // write the initial info at the top of the log
                info.AppendFormat("*********Axiom 3D Engine Log *************{0}", Environment.NewLine);
                info.AppendFormat("Copyright {0}{1}", this.Copyright, Environment.NewLine);
                info.AppendFormat("Version: {0}{1}", this.Version, Environment.NewLine);
                info.AppendFormat("Operating System: {0}{1}", Environment.OSVersion.ToString(), Environment.NewLine);
                info.AppendFormat(".Net Framework: {0}{1}", Environment.Version.ToString(), Environment.NewLine);

                // Initializes the Log Manager singleton
                LogManager logMgr = new LogManager();

                /// Since logging is application wide, not just for axiom, it is now the application's
                /// responsibility to initialize logging.  We now assume that the app has initialized the
                /// log first.
                //logMgr.CreateLog(logFileName, true, true);

                logMgr.Write(info.ToString());
                logMgr.Write("*-*-* Axiom Intializing");

                new ArchiveManager();
                sceneManagerList = SceneManagerEnumerator.Instance;

                new MaterialManager();
                new MeshManager();
                new SkeletonManager();
                new ParticleSystemManager();
                PlatformManager.LoadInstance();

                // create a new timer
                timer = PlatformManager.Instance.CreateTimer();

                new OverlayManager();
                new OverlayElementManager();
                new FontManager();
                new ZipArchiveFactory();
                new CodecManager();

                // register all build in codecs
                CodecManager.Instance.RegisterCodecs();

                new HighLevelGpuProgramManager();
                new CompositorManager();

                new PluginManager();

                PluginManager.Instance.LoadAll();
            }
        }
コード例 #21
0
 /// <summary>
 /// Stops the gamer services component from updating
 /// </summary>
 public void Shutdown()
 {
     _engine.FrameStarted -= Update;
     _engine = null;
     _renderSystem = null;
     _window = null;
 }
コード例 #22
0
		/// <summary>
		/// Create an instance of the ConfigurationDialog
		/// </summary>
		/// <returns></returns>
		public override IConfigurationDialog CreateConfigurationDialog( Root engine, ResourceGroupManager resourceManager )
		{
			return new WinFormConfigurationDialog( engine, resourceManager );
		}
コード例 #23
0
        protected bool Setup()
        {
            if (repositoryDirectoryList.Count > 0)
                RepositoryClass.Instance.InitializeRepository(repositoryDirectoryList);
            else
                RepositoryClass.Instance.InitializeRepositoryPath();

            // get a reference to the engine singleton
            engine = new Root(null, null);
            // retrieve the max FPS, if it exists
            getMaxFPSFromRegistry();

            // add event handlers for frame events
            engine.FrameStarted += new FrameEvent(OnFrameStarted);
            engine.FrameEnded += new FrameEvent(OnFrameEnded);

            // make the collisionAPI object
            collisionManager = new CollisionAPI(false);

            // allow for setting up resource gathering
            if (!SetupResources())
                return false;

            //show the config dialog and collect options
            if (!ConfigureAxiom())
            {
                // shutting right back down
                engine.Shutdown();

                return false;
            }

            if (!CheckShaderCaps())
            {
                MessageBox.Show("Your graphics card does not support pixel shader 2.0 and vertex shader 2.0, which are required to run this tool.", "Graphics Card Not Supported", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
                engine.Shutdown();
                return false;
            }

            ChooseSceneManager();
            CreateCamera();
            CreateViewports();

            // set default mipmap level
            TextureManager.Instance.DefaultNumMipMaps = 5;

            materialSchemeNames = MaterialManager.Instance.SchemeNames;
            if (materialSchemeNames.Count > 1)
                materialSchemeToolStripMenuItem.Enabled = true;

            // call the overridden CreateScene method
            CreateScene();

            InitializeAxiomControlCallbacks();

            return true;
        }
コード例 #24
0
ファイル: BasicCube.cs プロジェクト: Azerothian/Illisian.Niva
		public void Initialise(Axiom.Core.Root item)
		{

			_root = item;
		}
コード例 #25
0
ファイル: Root.cs プロジェクト: ryan-bunker/axiom3d
		/// <summary>
		///     Constructor.
		/// </summary>
		/// <remarks>
		///     This public contructor is intended for the user to decide when the Root object gets instantiated.
		///     This is a critical step in preparing the engine for use.
		/// </remarks>
		/// <param name="logFilename">Name of the default log file.</param>
		public Root( string logFilename )
		{
			if ( instance == null )
			{
				instance = this;

				var info = new StringBuilder();

				// write the initial info at the top of the log
				info.AppendFormat( "*********Axiom 3D Engine Log *************\n" );
				info.AppendFormat( "{0}\n", Copyright );
                info.AppendFormat("Version: {0}\n", Version);
				info.AppendFormat( "Operating System: {0}\n", Environment.OSVersion.ToString() );
				var isMono = Type.GetType( "Mono.Runtime" ) != null;
				info.AppendFormat( "{1} Framework: {0}\n", Environment.Version.ToString(), isMono ? "Mono" : ".Net" );

				// Initializes the Log Manager singleton
				if ( LogManager.Instance == null )
				{
					new LogManager();
				}

				this.logMgr = LogManager.Instance;

				//if logFileName is null, then just the Diagnostics (debug) writes will be made
				// create a new default log
				this.logMgr.CreateLog( logFilename, true, true );

				this.logMgr.Write( info.ToString() );
				this.logMgr.Write( "*-*-* Axiom Initializing" );

				new PlatformManager();

				ArchiveManager.Instance.Initialize();
#if !SILVERLIGHT
				ArchiveManager.Instance.AddArchiveFactory( new ZipArchiveFactory() );
#endif
				ArchiveManager.Instance.AddArchiveFactory( new FileSystemArchiveFactory() );

				new ResourceGroupManager();
				new CodecManager();
				new HighLevelGpuProgramManager();

				// Register image codecs
				DDSCodec.Initialize();
				PVRTCCodec.Initialize();

				ResourceGroupManager.Instance.Initialize();

				// WorkQueue (note: users can replace this if they want)
				var defaultQ = new DefaultWorkQueue( "Root" );
				// never process responses in main thread for longer than 10ms by default
				defaultQ.ResponseProcessingTimeLimit = 10;

#if AXIOM_THREAD_SUPPORT

#if !WINDOWS_PHONE
				defaultQ.WorkerThreadCount = Environment.ProcessorCount;
#endif
				// only allow workers to access rendersystem if threadsupport is 1
				if ( Axiom.Configuration.Config.AxiomThreadLevel == 1 )
					defaultQ.WorkersCanAccessRenderSystem = true;
				else
					defaultQ.WorkersCanAccessRenderSystem = false;
#endif
				this._workQueue = defaultQ;

				var resBack = new ResourceBackgroundQueue();

				this.sceneManagerEnumerator = SceneManagerEnumerator.Instance;

				var mat = MaterialManager.Instance;
				var mesh = MeshManager.Instance;
				SkeletonManager.Instance.Initialize();
				new ParticleSystemManager();

				// create a new timer
				this.timer = new Timer();

				FontManager.Instance.Initialize();

				OverlayManager.Instance.Initialize();
				new OverlayElementManager();

				CompositorManager.Instance.Initialize();

				LodStrategyManager.Instance.Initialize();

				ScriptCompilerManager.Instance.Initialize();

				new PluginManager();
				PluginManager.Instance.LoadAll();

				// instantiate and register base movable factories
				this.entityFactory = new EntityFactory();
				AddMovableObjectFactory( this.entityFactory, true );
				this.lightFactory = new LightFactory();
				AddMovableObjectFactory( this.lightFactory, true );
				this.billboardSetFactory = new BillboardSetFactory();
				AddMovableObjectFactory( this.billboardSetFactory, true );
				this.manualObjectFactory = new ManualObjectFactory();
				AddMovableObjectFactory( this.manualObjectFactory, true );
				this.billboardChainFactory = new BillboardChainFactory();
				AddMovableObjectFactory( this.billboardChainFactory, true );
				this.ribbonTrailFactory = new RibbonTrailFactory();
				AddMovableObjectFactory( this.ribbonTrailFactory, true );
				this.movableTextFactory = new MovableTextFactory();
				AddMovableObjectFactory( this.movableTextFactory, true );
			}
		}
コード例 #26
0
		public void Initialise(Root item)
		{
			_root = item;
		}
コード例 #27
0
ファイル: Root.cs プロジェクト: ryan-bunker/axiom3d
		/// <summary>
		///		Called to shutdown the engine and dispose of all it's resources.
		/// </summary>
		public void Dispose()
		{
			// force the engine to shutdown
			Shutdown();

			DDSCodec.Shutdown();
			PVRTCCodec.Shutdown();

			CompositorManager.Instance.SafeDispose();
			OverlayManager.Instance.SafeDispose();
			OverlayElementManager.Instance.SafeDispose();
			FontManager.Instance.SafeDispose();
			ArchiveManager.Instance.SafeDispose();
			SkeletonManager.Instance.SafeDispose();
			MeshManager.Instance.SafeDispose();
			MaterialManager.Instance.SafeDispose();
			ParticleSystemManager.Instance.SafeDispose();
			ControllerManager.Instance.SafeDispose();
			HighLevelGpuProgramManager.Instance.SafeDispose();
			PluginManager.Instance.SafeDispose();

			Pass.ProcessPendingUpdates();

			ResourceGroupManager.Instance.SafeDispose();

			// Note: The dispose method implementation of both ResourceBackgroundQueue and
			// DefaultWorkQueue internally calls Shutdown, so the direct call to Shutdown methods
			// isn't necessary in Root.Shutdown.
			ResourceBackgroundQueue.Instance.Dispose();
			this._workQueue.Dispose();
			this._workQueue = null;

			CodecManager.Instance.SafeDispose();

#if !XBOX360
			PlatformManager.Instance.SafeDispose();
#endif
			this.activeRenderSystem = null;

			WindowEventMonitor.Instance.SafeDispose();
#if DEBUG
			ObjectManager.Instance.SafeDispose();
#endif
			LogManager.Instance.SafeDispose();

			instance = null;
		}
コード例 #28
0
 /// <summary>
 /// Creates a new instance of <see cref="XnaGamerServices"/>
 /// </summary>
 /// <param name="engine">The engine</param>
 /// <param name="renderSystem">the rendersystem in use</param>
 /// <param name="window">The primary window</param>
 public XnaGamerServices( Root engine, XnaRenderSystem renderSystem, RenderWindow window )
 {
     _engine = engine;
     _renderSystem = renderSystem;
     _window = window;
 }
コード例 #29
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="engine"></param>
		public abstract bool RestoreConfiguration( Root engine );
コード例 #30
0
        protected bool Setup()
        {
            RepositoryClass.Instance.InitializeRepositoryPath();

            // get a reference to the engine singleton
            engine = new Root("", "trace.txt");

            // add event handlers for frame events
            engine.FrameStarted += new FrameEvent(OnFrameStarted);
            engine.FrameEnded += new FrameEvent(OnFrameEnded);

            // allow for setting up resource gathering
            if (!SetupResources())
                return false;

            //show the config dialog and collect options
            if (!ConfigureAxiom())
            {
                // shutting right back down
                engine.Shutdown();

                return false;
            }

            if (!CheckShaderCaps())
            {
                MessageBox.Show("Your graphics card does not support pixel shader 2.0 and vertex shader 2.0, which are required to run this tool.", "Graphics Card Not Supported", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
                engine.Shutdown();
                return false;
            }

            ChooseSceneManager();
            CreateCamera();
            CreateViewports();

            // set default mipmap level
            TextureManager.Instance.DefaultNumMipMaps = 5;

            // call the overridden CreateScene method
            CreateScene();

            return true;
        }
コード例 #31
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="engine"></param>
		public abstract void SaveConfiguration( Root engine );