/// <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(); }