mar*_*333 3 c# xna screenshot bloom spritebatch
我有一个使用Reach图形设置在C#XNA 4.0中编码的Windows平台游戏.我的项目基于GameStateManagement示例,但后来我添加了Bloom和spriteSheet/spriteBatch功能.
我希望保存最终屏幕输出的屏幕截图.但是,当我保存我的截图时,它只显示Bloom应用之前和我的HUD文本显示之前的渲染(我在Bloom之后绘制).在这两个过程之后,我的Draw方法结束时保存了截图.
我尝试过各种各样的事情.安德鲁的答案在这里拍摄XNA中的屏幕截图是有帮助的并且可以保存图像; 但是,它并没有保存最终渲染.
我有一种感觉它与绽放过程或spograbatch有关.
这是我的代码:
example {
public override void Draw(GameTime gameTime)
{
ScreenManager.GraphicsDevice.SetRenderTarget(sceneRenderTarget);
// Clear the screen to black
ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
Color.Black, 0, 0);
SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
// then i draw all my game stuff
spriteBatch.End();
#region Post-Processing & Bloom
ScreenManager.GraphicsDevice.SamplerStates[1] = SamplerState.LinearClamp;
// Pass 1: draw the scene into rendertarget 1, using a
// shader that extracts only the brightest parts of the image.
bloomExtractEffect.Parameters["BloomThreshold"].SetValue(
Settings.BloomThreshold);
DrawFullscreenQuad(sceneRenderTarget, renderTarget1,
bloomExtractEffect,
IntermediateBuffer.PreBloom);
// Pass 2: draw from rendertarget 1 into rendertarget 2,
// using a shader to apply a horizontal gaussian blur filter.
SetBlurEffectParameters(1.0f / (float)renderTarget1.Width, 0);
DrawFullscreenQuad(renderTarget1, renderTarget2,
gaussianBlurEffect,
IntermediateBuffer.BlurredHorizontally);
// Pass 3: draw from rendertarget 2 back into rendertarget 1,
// using a shader to apply a vertical gaussian blur filter.
SetBlurEffectParameters(0, 1.0f / (float)renderTarget1.Height);
DrawFullscreenQuad(renderTarget2, renderTarget1,
gaussianBlurEffect,
IntermediateBuffer.BlurredBothWays);
// Pass 4: draw both rendertarget 1 and the original scene
// image back into the main backbuffer, using a shader that
// combines them to produce the final bloomed result.
ScreenManager.GraphicsDevice.SetRenderTarget(null);
EffectParameterCollection parameters = bloomCombineEffect.Parameters;
parameters["BloomIntensity"].SetValue(Settings.BloomIntensity);
parameters["BaseIntensity"].SetValue(Settings.BaseIntensity);
parameters["BloomSaturation"].SetValue(Settings.BloomSaturation);
parameters["BaseSaturation"].SetValue(Settings.BaseSaturation);
ScreenManager.GraphicsDevice.Textures[1] = sceneRenderTarget;
Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
DrawFullscreenQuad(renderTarget1,
viewport.Width, viewport.Height,
bloomCombineEffect,
IntermediateBuffer.FinalResult);
#endregion
spriteBatch.Begin();
// Draw HUD
spriteBatch.End();
if (screenShotTake)
{
using (FileStream fs = File.Open(@"screenshot" + (screenshotNumber) + @".png", FileMode.OpenOrCreate))
{
// Right here I try to save out the screen shot Texture2D
sceneRenderTarget.SaveAsPng(fs, (int)viewportSize.X, (int)viewportSize.Y); // save render target to disk
}
}
}
#region PostProcess & Bloom
void DrawFullscreenQuad(Texture2D texture, RenderTarget2D renderTarget,
Effect effect, IntermediateBuffer currentBuffer)
{
ScreenManager.GraphicsDevice.SetRenderTarget(renderTarget);
DrawFullscreenQuad(texture,
renderTarget.Width, renderTarget.Height,
effect, currentBuffer);
}
void DrawFullscreenQuad(Texture2D texture, int width, int height,
Effect effect, IntermediateBuffer currentBuffer)
{
if (showBuffer < currentBuffer)
{
effect = null;
}
spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect);
spriteBatch.Draw(texture, new Rectangle(0, 0, width, height), Color.White);
spriteBatch.End();
}
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}
问题出在这里:
ScreenManager.GraphicsDevice.SetRenderTarget(null);
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由于这一行,您将效果绘制到后台缓冲区,但您保存的渲染目标将保持不变.您可以看到效果的结果,因为它是直接绘制的,但是您保存的不是您向后缓冲区绘制的内容.要解决此问题,请将效果绘制到另一个RenderTarget,然后将其作为单个纹理绘制到后台缓冲区.显然这是对流程的另一种吸引力,但这是一个最小的成本.通过这样做,您可以从新的RenderTarget中获取纹理,并根据需要保存它.