Content Pipeline Architecture

Content Pipeline Architecture

Describes the architecture of the XNA Game Studio Content Pipeline build process. The process is designed to be extensible,so that it can easily support new input file formats and new types of conversion.

While most users of the Content Pipeline can ignore its inner workings,if you are a game developer who wants to create a new importer and processor to support a new file format or game-engine capability,it is useful to understand the stages that the Content Pipeline passes through as an asset is transformed from a digital-content creation (DCC) output file to part of the game binary.

下面要讲解Content Pipeline的内部内部细节,其实可以先不要学习,如果以后需要创建自定义的importer和processor的时候再来看。

Build-Management Functionality

Once an art asset (such as a car model) is added to an XNA Game Studio project,the Content Pipeline integrates it into the Visual Studio build just as it would any other source file,providing error handling,status information,and other standard build features. For information on how to set Content Pipeline build options,see Game Asset Properties.

In the course of a build,the Content Pipeline invokes four principal components to perform different parts of the transformation from a DCC output file into a binary part of an XNA Game Studio game.

  1. Importer
  2. Content Processor
  3. Content Compiler
  4. Content Loader

The following figure shows the flow of this build process.

Importer and Content DOM Types

XNA Game Studio provides a number of standard importers,which are listed in Standard Importers and Processors. This includes an importer for the Autodesk .fbx format,and one for the DirectX .x format. These importers simplify the importing of art assets,since many DCC tools can export content to one of these formats as well as to their own native formats.

For art assets that are available only in formats not supported by XNA Game Studio standard importers,custom importers may be available as well. Such custom importers can be developed by DCC vendors,game-engine developers,or interested game hobbyists. For more information about how to do this,see How To: Write a Custom Importer and Processor. Once you install a custom importer on your computer,you can associate those art files with the importer in order to invoke the importer whenever you build the art files (see Using a Custom Importer or Content Processor).

In many cases,Content Pipeline importers convert any content they can into managed objects based on the Content Document Object Model (DOM),which includes strong typing for assets such as meshes,vertices,and materials.

The Content Pipeline can use XML cache files in subsequent passes to speed up game content builds as well as to debug. When a content processor requests that a specified file be imported (typically using the BuildAndLoadAsset method in its Process function) and there is an up-to-date cache file already,the Content Pipeline deserializes the cache file instead of invoking the importer. These XML cache files are not used externally,however,because their format may well change in future releases.

Instead of producing standard Content DOM objects,a custom importer may produce custom objects for a particular custom content processor to consume.

Content Processor

A content processor accepts as input the output generated by an importer. Each content processor is tied to specific object types. For instance,the Effect Processor accepts only EffectContent objects,representing a DirectX Effect asset. As discussed previously,in many cases,this output consists of standard Content DOM objects,but may also consist of custom objects.

A content processor then produces managed objects that can be used in a game at run time. In the case of standard Content DOM objects,this transformation can be performed by classes in the Content Pipeline class library. However,if a content processor generates custom managed objects,you must provide full functionality for them,including saving and loading to and from a binary file. For more information,see How To: Write a Custom Importer and Processor.

Content Compiler

After you add the various game assets to the project and the content processors generate managed code,the managed code is serialized into a compact binary format (also referred to as an intermediate format) by the Content Pipeline content compiler. This format is tightly coupled to the XNA Framework. It is not designed for use by other run-time libraries. At this point,the asset has been processed by the Content Pipeline and is in a format that can be used by your game at runtime. See the diagram above for details.

Content Loader

When you need the compiled asset in a game,call the ContentManager.Load method to invoke the content loader. The content loader then locates and loads the asset into the memory space of the game where you can access it.

版权声明:本文内容由互联网用户自发贡献,该文观点与技术仅代表作者本人。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌侵权/违法违规的内容, 请发送邮件至 dio@foxmail.com 举报,一经查实,本站将立刻删除。

相关推荐


什么是设计模式一套被反复使用、多数人知晓的、经过分类编目的、代码 设计经验 的总结;使用设计模式是为了 可重用 代码、让代码 更容易 被他人理解、保证代码 可靠性;设计模式使代码编制  真正工程化;设计模式使软件工程的 基石脉络, 如同大厦的结构一样;并不直接用来完成代码的编写,而是 描述 在各种不同情况下,要怎么解决问题的一种方案;能使不稳定依赖于相对稳定、具体依赖于相对抽象,避免引
单一职责原则定义(Single Responsibility Principle,SRP)一个对象应该只包含 单一的职责,并且该职责被完整地封装在一个类中。Every  Object should have  a single responsibility, and that responsibility should be entirely encapsulated by t
动态代理和CGLib代理分不清吗,看看这篇文章,写的非常好,强烈推荐。原文截图*************************************************************************************************************************原文文本************
适配器模式将一个类的接口转换成客户期望的另一个接口,使得原本接口不兼容的类可以相互合作。
策略模式定义了一系列算法族,并封装在类中,它们之间可以互相替换,此模式让算法的变化独立于使用算法的客户。
设计模式讲的是如何编写可扩展、可维护、可读的高质量代码,它是针对软件开发中经常遇到的一些设计问题,总结出来的一套通用的解决方案。
模板方法模式在一个方法中定义一个算法的骨架,而将一些步骤延迟到子类中,使得子类可以在不改变算法结构的情况下,重新定义算法中的某些步骤。
迭代器模式提供了一种方法,用于遍历集合对象中的元素,而又不暴露其内部的细节。
外观模式又叫门面模式,它提供了一个统一的(高层)接口,用来访问子系统中的一群接口,使得子系统更容易使用。
单例模式(Singleton Design Pattern)保证一个类只能有一个实例,并提供一个全局访问点。
组合模式可以将对象组合成树形结构来表示“整体-部分”的层次结构,使得客户可以用一致的方式处理个别对象和对象组合。
装饰者模式能够更灵活的,动态的给对象添加其它功能,而不需要修改任何现有的底层代码。
观察者模式(Observer Design Pattern)定义了对象之间的一对多依赖,当对象状态改变的时候,所有依赖者都会自动收到通知。
代理模式为对象提供一个代理,来控制对该对象的访问。代理模式在不改变原始类代码的情况下,通过引入代理类来给原始类附加功能。
工厂模式(Factory Design Pattern)可细分为三种,分别是简单工厂,工厂方法和抽象工厂,它们都是为了更好的创建对象。
状态模式允许对象在内部状态改变时,改变它的行为,对象看起来好像改变了它的类。
命令模式将请求封装为对象,能够支持请求的排队执行、记录日志、撤销等功能。
备忘录模式(Memento Pattern)保存一个对象的某个状态,以便在适当的时候恢复对象。备忘录模式属于行为型模式。 基本介绍 **意图:**在不破坏封装性的前提下,捕获一个对象的内部状态,并在该
顾名思义,责任链模式(Chain of Responsibility Pattern)为请求创建了一个接收者对象的链。这种模式给予请求的类型,对请求的发送者和接收者进行解耦。这种类型的设计模式属于行为
享元模式(Flyweight Pattern)(轻量级)(共享元素)主要用于减少创建对象的数量,以减少内存占用和提高性能。这种类型的设计模式属于结构型模式,它提供了减少对象数量从而改善应用所需的对象结