Пример #1
0
        /// <summary>
        /// Initializes a new instance of the <see cref="Game"/> class.
        /// </summary>
        public Game()
        {
            // Register the logger backend before anything else
            logListener = GetLogListener();

            if (logListener != null)
            {
                GlobalLogger.GlobalMessageLogged += logListener;
            }

            // Create all core services, except Input which is created during `Initialize'.
            // Registration takes place in `Initialize'.
            Script             = new ScriptSystem(Services);
            SceneSystem        = new SceneSystem(Services);
            Audio              = new AudioSystem(Services);
            gameFontSystem     = new GameFontSystem(Services);
            SpriteAnimation    = new SpriteAnimationSystem(Services);
            DebugConsoleSystem = new DebugConsoleSystem(Services);
            ProfilerSystem     = new GameProfilingSystem(Services);

            Content.Serializer.LowLevelSerializerSelector = ParameterContainerExtensions.DefaultSceneSerializerSelector;

            // Creates the graphics device manager
            GraphicsDeviceManager = new GraphicsDeviceManager(this);

            AutoLoadDefaultSettings = true;
        }
Пример #2
0
        public SceneRenderer(GameSettingsAsset gameSettings)
        {
            if (gameSettings == null)
            {
                throw new ArgumentNullException(nameof(gameSettings));
            }

            // Initialize services
            Services       = new ServiceRegistry();
            ContentManager = new ContentManager(Services);
            Services.AddService(typeof(IContentManager), ContentManager);
            Services.AddService(typeof(ContentManager), ContentManager);

            var renderingSettings = gameSettings.GetOrCreate <RenderingSettings>();

            GraphicsDevice = GraphicsDevice.New(DeviceCreationFlags.Debug, new[] { renderingSettings.DefaultGraphicsProfile });

            var graphicsDeviceService = new GraphicsDeviceServiceLocal(Services, GraphicsDevice);

            Services.AddService(typeof(IGraphicsDeviceService), graphicsDeviceService);
            EffectSystem = new EffectSystem(Services);
            Services.AddService(typeof(EffectSystem), EffectSystem);

            GraphicsContext = new GraphicsContext(GraphicsDevice);
            Services.AddService(typeof(GraphicsContext), GraphicsContext);

            SceneSystem = new SceneSystem(Services);
            Services.AddService(typeof(SceneSystem), SceneSystem);

            // Create game systems
            GameSystems = new GameSystemCollection(Services);
            Services.AddService(typeof(IGameSystemCollection), GameSystems);

            var gameFontSystem = new GameFontSystem(Services);

            Services.AddService(typeof(FontSystem), gameFontSystem.FontSystem);
            Services.AddService(typeof(IFontFactory), gameFontSystem.FontSystem);
            GameSystems.Add(gameFontSystem);

            var uiSystem = new UISystem(Services);

            Services.AddService(typeof(UISystem), uiSystem);
            GameSystems.Add(uiSystem);

            GameSystems.Add(EffectSystem);
            GameSystems.Add(SceneSystem);
            GameSystems.Initialize();

            // Fake presenter
            // TODO GRAPHICS REFACTOR: This is needed be for render stage setup
            GraphicsDevice.Presenter = new RenderTargetGraphicsPresenter(GraphicsDevice,
                                                                         Texture.New2D(GraphicsDevice, renderingSettings.DefaultBackBufferWidth, renderingSettings.DefaultBackBufferHeight,
                                                                                       renderingSettings.ColorSpace == ColorSpace.Linear ? PixelFormat.R8G8B8A8_UNorm_SRgb : PixelFormat.R8G8B8A8_UNorm, TextureFlags.ShaderResource | TextureFlags.RenderTarget),
                                                                         PixelFormat.D24_UNorm_S8_UInt);

            GraphicsContext.CommandList.SetRenderTarget(GraphicsDevice.Presenter.DepthStencilBuffer, GraphicsDevice.Presenter.BackBuffer);
        }
Пример #3
0
        /// <summary>
        /// Initializes a new instance of the <see cref="Game"/> class.
        /// </summary>
        public Game()
        {
            // Register the logger backend before anything else
            logListener = GetLogListener();

            if (logListener != null)
            {
                GlobalLogger.GlobalMessageLogged += logListener;
            }

            // Create and register all core services
            Input           = new InputManager(Services);
            Script          = new ScriptSystem(Services);
            SceneSystem     = new SceneSystem(Services);
            Audio           = new AudioSystem(Services);
            UI              = new UISystem(Services);
            gameFontSystem  = new GameFontSystem(Services);
            SpriteAnimation = new SpriteAnimationSystem(Services);
            ProfilerSystem  = new GameProfilingSystem(Services);

            // ---------------------------------------------------------
            // Add common GameSystems - Adding order is important
            // (Unless overriden by gameSystem.UpdateOrder)
            // ---------------------------------------------------------

            // Add the input manager
            GameSystems.Add(Input);

            // Add the scheduler system
            // - Must be after Input, so that scripts are able to get latest input
            // - Must be before Entities/Camera/Audio/UI, so that scripts can apply
            // changes in the same frame they will be applied
            GameSystems.Add(Script);

            // Add the UI System
            GameSystems.Add(UI);

            // Add the Audio System
            GameSystems.Add(Audio);

            // Add the Font system
            GameSystems.Add(gameFontSystem);

            //Add the sprite animation System
            GameSystems.Add(SpriteAnimation);

            Asset.Serializer.LowLevelSerializerSelector = ParameterContainerExtensions.DefaultSceneSerializerSelector;

            // Creates the graphics device manager
            GraphicsDeviceManager = new GraphicsDeviceManager(this);

            GameSystems.Add(ProfilerSystem);

            AutoLoadDefaultSettings = true;
        }
Пример #4
0
        /// <summary>
        /// Initializes a new instance of the <see cref="Game"/> class.
        /// </summary>
        public Game()
        {
            // Register the logger backend before anything else
            logListener = GetLogListener();

            if (logListener != null)
            {
                GlobalLogger.GlobalMessageLogged += logListener;
            }

            // Create all core services, except Input which is created during `Initialize'.
            // Registration takes place in `Initialize'.
            Script = new ScriptSystem(Services);
            Services.AddService(Script);

            SceneSystem = new SceneSystem(Services);
            Services.AddService(SceneSystem);

            Streaming = new StreamingManager(Services);

            Audio = new AudioSystem(Services);
            Services.AddService(Audio);
            Services.AddService <IAudioEngineProvider>(Audio);

            gameFontSystem = new GameFontSystem(Services);
            Services.AddService(gameFontSystem.FontSystem);
            Services.AddService <IFontFactory>(gameFontSystem.FontSystem);

            SpriteAnimation = new SpriteAnimationSystem(Services);
            Services.AddService(SpriteAnimation);

            DebugTextSystem = new DebugTextSystem(Services);
            Services.AddService(DebugTextSystem);

            DebugRenderSystem = new DebugRenderSystem(Services);
            Services.AddService(DebugRenderSystem);

            ProfilingSystem = new GameProfilingSystem(Services);
            Services.AddService(ProfilingSystem);

            VRDeviceSystem = new VRDeviceSystem(Services);
            Services.AddService(VRDeviceSystem);

            // Creates the graphics device manager
            GraphicsDeviceManager = new GraphicsDeviceManager(this);
            Services.AddService <IGraphicsDeviceManager>(GraphicsDeviceManager);
            Services.AddService <IGraphicsDeviceService>(GraphicsDeviceManager);

            AutoLoadDefaultSettings = true;
        }
Пример #5
0
        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 Bullet2PhysicsSystem(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();
        }