XNA Graphics用于创建JPG图像的设备

时间:2014-01-17 01:05:30

标签: c# unit-testing xna rendering

我想写一些生成JPG图像的单元测试。我正在使用XNA进行游戏,想要进行一些渲染测试,我可以运行并直观地检查我没有破坏任何东西等。

我有一个单元测试项目调用我的代码来生成像三角形条带这样的XNA对象,但所有渲染示例似乎都假设我有一个Game对象并且渲染到关联的GraphicsDevice,这是一个屏幕上的窗口。

如果可能的话,我想在内存中渲染并保存我可以在测试完成后检查的JPG图像。或者,我想我可以在单元测试中实例化一个Game对象,渲染到屏幕然后转储到JPG,如下所述:How to make screenshot using C# & XNA?

但这听起来效率不高。

所以简单地说,有没有办法在XNA Game之外实例化一个写入内存缓冲区的GraphicsDevice对象?

1 个答案:

答案 0 :(得分:0)

我最终从System.Windows.Forms实例化一个Control对象。我做了我的单元测试项目的这部分,所以我的游戏不依赖于Windows Forms。

这是我用来为我的测试提供生成JPG的功能的类:

public class JPGGraphicsDeviceProvider
{
    private Control _c;
    private RenderTarget2D _renderTarget;
    private int _width;
    private int _height;

    public JPGGraphicsDeviceProvider(int width, int height)
    {
        _width = width;
        _height = height;
        _c = new Control();

        PresentationParameters parameters = new PresentationParameters()
        {
            BackBufferWidth = width,
            BackBufferHeight = height,
            BackBufferFormat = SurfaceFormat.Color,
            DepthStencilFormat = DepthFormat.Depth24,
            DeviceWindowHandle = _c.Handle,
            PresentationInterval = PresentInterval.Immediate,
            IsFullScreen = false,
        };

        GraphicsDevice = new GraphicsDevice(GraphicsAdapter.DefaultAdapter,
                                            GraphicsProfile.Reach,
                                            parameters);

        // Got this idea from here: http://xboxforums.create.msdn.com/forums/t/67895.aspx
        _renderTarget = new RenderTarget2D(GraphicsDevice,
            GraphicsDevice.PresentationParameters.BackBufferWidth,
            GraphicsDevice.PresentationParameters.BackBufferHeight);

        GraphicsDevice.SetRenderTarget(_renderTarget);
    }

    /// <summary>
    /// Gets the current graphics device.
    /// </summary>
    public GraphicsDevice GraphicsDevice { get; private set; }

    public void SaveCurrentImage(string jpgFilename)
    {
        GraphicsDevice.SetRenderTarget(null);
        int w = GraphicsDevice.PresentationParameters.BackBufferWidth;
        int h = GraphicsDevice.PresentationParameters.BackBufferHeight;

        using (Stream stream = new FileStream(jpgFilename, FileMode.Create))
        {
            _renderTarget.SaveAsJpeg(stream, w, h);
        }
        GraphicsDevice.SetRenderTarget(_renderTarget);
    }
}

然后在我的测试中,我只是实例化它并使用提供的GraphicsDevice:

[TestClass]
public class RenderTests
{
    private JPGGraphicsDeviceProvider _jpgDevice;
    private RenderPanel _renderPanel;
    public RenderTests()
    {
        _jpgDevice = new JPGGraphicsDeviceProvider(512, 360);
        _renderPanel = new RenderPanel(_jpgDevice.GraphicsDevice);
    }

    [TestMethod]
    public void InstantiatePrism6()
    {
        ColorPrism p = new ColorPrism(6, Color.RoyalBlue, Color.Pink);

        _renderPanel.Add(p);
        _renderPanel.Draw();

        _jpgDevice.SaveCurrentImage("six-Prism.jpg");
    }
}

我确定它不是没有错误的,但它现在似乎有效。