progress on automated asynchronous content management; ready for testing; began working on font generation system.

This commit is contained in:
Harrison Deng 2018-09-12 16:34:44 -05:00
parent 419fb6ab6b
commit e45d998c3a
10 changed files with 268 additions and 39 deletions

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@ -601,21 +601,6 @@
/processorParam:TextureFormat=Color
/build:3840x2160/void_circle.png
#begin fonts/darktech_ldr.ttf
/importer:
/processor:
/build:fonts/darktech_ldr.ttf
#begin fonts/Gasalt-Regular.ttf
/importer:
/processor:
/build:fonts/Gasalt-Regular.ttf
#begin fonts/maiden.TTF
/importer:
/processor:
/build:fonts/maiden.TTF
#begin sfx/disintegrate.ogg
/importer:OggImporter
/processor:SongProcessor
@ -705,3 +690,23 @@
/processorParam:TextureFormat=Color
/build:splash_texture.png
#begin fonts/darktech_ldr.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:PremultiplyAlpha=True
/processorParam:TextureFormat=Compressed
/build:fonts/darktech_ldr.spritefont
#begin fonts/gasalt_regular.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:PremultiplyAlpha=True
/processorParam:TextureFormat=Compressed
/build:fonts/gasalt_regular.spritefont
#begin fonts/iron_maiden.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:fonts/iron_maiden.fx

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@ -0,0 +1,60 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Arial</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>12</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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@ -0,0 +1,60 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Arial</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>12</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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@ -0,0 +1,46 @@
#if OPENGL
#define SV_POSITION POSITION
#define VS_SHADERMODEL vs_3_0
#define PS_SHADERMODEL ps_3_0
#else
#define VS_SHADERMODEL vs_4_0_level_9_1
#define PS_SHADERMODEL ps_4_0_level_9_1
#endif
matrix WorldViewProjection;
struct VertexShaderInput
{
float4 Position : POSITION0;
float4 Color : COLOR0;
};
struct VertexShaderOutput
{
float4 Position : SV_POSITION;
float4 Color : COLOR0;
};
VertexShaderOutput MainVS(in VertexShaderInput input)
{
VertexShaderOutput output = (VertexShaderOutput)0;
output.Position = mul(input.Position, WorldViewProjection);
output.Color = input.Color;
return output;
}
float4 MainPS(VertexShaderOutput input) : COLOR
{
return input.Color;
}
technique BasicColorDrawing
{
pass P0
{
VertexShader = compile VS_SHADERMODEL MainVS();
PixelShader = compile PS_SHADERMODEL MainPS();
}
};

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@ -49,7 +49,7 @@
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Zer01HD\UI\Page\PageManager.cs" />
<Compile Include="Zer01HD\UI\Screen\Screen.cs" />
<Compile Include="Zer01HD\Utilities\ContentSystem\ContentLoader.cs" />
<Compile Include="Zer01HD\Utilities\ContentSystem\ContentLoad.cs" />
<Compile Include="Zer01HD\Utilities\ContentSystem\ContentSystem.cs" />
<Compile Include="Zer01HD\Utilities\ContentSystem\IContentResolver.cs" />
</ItemGroup>

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@ -0,0 +1,20 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
{
class ContentLoad
{
internal Type type;
internal string assetName;
public ContentLoad(string assetName, Type type)
{
this.type = type;
this.assetName = assetName;
}
}
}

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@ -1,12 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
{
class ContentLoader
{
}
}

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@ -3,38 +3,88 @@ using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
{
class ContentSystem
{
private readonly ContentManager contentManager;
private readonly Queue<Dictionary<Type, string>> queue;
private Dictionary<string, IDisposable> assets;
Thread thread;
internal volatile bool loading;
readonly ContentManager contentManager;
readonly Queue<ContentLoad> queue;
Dictionary<string, IDisposable> assets;
readonly Dictionary<Type, IContentResolver> contentResolver;
public ContentSystem(ContentManager contentManager)
{
this.contentManager = contentManager;
assets = new Dictionary<string, IDisposable>();
queue = new Queue<Dictionary<Type, string>>();
queue = new Queue<ContentLoad>();
contentResolver = new Dictionary<Type, IContentResolver>();
}
void Load(string assetName, Type type)
private void Load(string assetName, Type type)
{
if (assets.ContainsKey(assetName))
IContentResolver handler = contentResolver[type];
string path = handler.Load(assetName);
assets.Add(assetName, contentManager.Load<IDisposable>(path));
}
private void LoadBatch()
{
while (queue.Count != 0)
{
IContentResolver handler = contentResolver[type];
string path = handler.Load(assetName);
assets.Add(assetName, contentManager.Load<IDisposable>(path));
lock (queue)
{
ContentLoad content = queue.Dequeue();
Load(content.assetName, content.type);
}
}
}
T get<T> (string assetName)
T get<T>(string assetName)
{
return (T)assets[assetName];
lock(queue)
{
return (T)assets[assetName];
}
}
void Queue(string assetName, Type type)
{
lock (queue)
{
if (!assets.ContainsKey(assetName))
{
queue.Enqueue(new ContentLoad(assetName, type));
}
}
}
/// <summary>
/// Called whenever a batch of assets should be loaded from the queue. Safe to call once every frame.
/// </summary>
void Update()
{
if (queue.Count > 0)
{
if (thread == null || !thread.IsAlive)
{
ThreadStart threadStart = new ThreadStart(LoadBatch);
thread = new Thread(threadStart);
}
}
}
void UnloadAll()
{
foreach (KeyValuePair<string, IDisposable> asset in assets)
{
asset.Value.Dispose();
assets.Remove(asset.Key);
}
}
}
}