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在渲染完所有东东后(Present之前)
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. H; _% l1 }3 Z) l: ~7 F获得BackBuffer表面9 L& m" `% c! T2 d a3 j0 l0 L
$ x' T, a" O w/ m+ \. K8 g4 R然后用D3DX的函数保存- ?+ }/ d; r5 a
& x' x: x c6 y. ~5 dvoid ScreenShot (char *filename)
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2 s( s" ]2 r; u( o3 B/ z' v IDirect3DSurface9 *tmp = NULL;6 m( J3 d: k' Y
IDirect3DSurface9 *back = NULL;" |' F# c4 {! C
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//生成固定颜色模式的离屏表面(Width和 Height为屏幕或窗口的宽高)2 j. e0 ?! h; x. A/ S5 s
D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);
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// 获得BackBuffer的D3D Surface9 y, L4 i9 X9 r l) W! k, c
D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);, M6 S. L/ f' y- \* F6 d2 x
5 r% r. y' e; [: [2 _) i7 v9 w- a // Copy一下,,需要时转换颜色格式
3 h9 g! \% h B7 b+ T D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);2 ?; f& t1 m: k: T" m
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// 保存成BMP格式
& G# M0 v+ _* i0 | D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);3 a, ?4 P9 o; }! d3 Y3 e
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// 释放Surface,防止内存泄漏
& n: z. F( h( f4 L6 F2 b SAFE_RELEASE(tmp);
( s) H M" ?) o* G" Y SAFE_RELEASE(back);% u; A7 J' `: T( ^) ^" a( L
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文件格式可以为:8 \3 w5 k$ v2 x
D3DXIFF_BMP/ X- s7 ?3 w( P1 v, J' O: ^8 k3 M4 u, f
Microsoft Windows bitmap (BMP) file format." `! H) b2 n) b8 E
- F, t9 w( K) H9 X3 b( n+ ~+ RD3DXIFF_JPG, |9 I/ d$ K n4 z# S, F& c8 o7 x
Joint Photographics Experts Group (JPEG) compressed file format.
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D3DXIFF_PNG
/ J5 G7 T. H a, F Portable Network Graphics (PNG) file format.
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D, [3 V' F3 G7 I3 n3 c% ?D3DXIFF_DDS
. a' o- J5 f- ?' g0 R Microsoft DirectDraw surface (DDS) file format.) C7 S$ V. H5 E( v/ B
7 V& c- `, y& D) T8 n( f8 qD3DXIFF_DIB
3 K; B: a* ~5 o Windows device-independent bitmap (DIB) file format.
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' |# F3 i/ q- ?! T) ]2 E1 C2 ^D3DXIFF_HDR
; }6 s% R7 O* q" l, T: @ High dynamic range file format.
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D3DXIFF_PFM
5 Y# _/ b8 ^/ X) u5 e; c# N& m5 Y7 n$ N Portable float map file format. |
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