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在渲染完所有东东后(Present之前)6 I0 O; f% ]; @% c& a
& |6 x" X9 M- H g9 w: Z获得BackBuffer表面) h( l# J# q+ ], f. G- b/ B7 X G
& s$ C, Z- P8 _+ d+ C然后用D3DX的函数保存
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void ScreenShot (char *filename)5 V- _2 a) X6 e& x
{
* d/ \5 I3 E) o1 N/ [ IDirect3DSurface9 *tmp = NULL;2 u) F, n. `+ l
IDirect3DSurface9 *back = NULL;5 G7 x0 G9 E) p
' ~. c i& ~% B$ Z0 i //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)& r4 y" c* _: X& G/ r# W
D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);( U7 U* ?3 e7 S: F; x* ?, i0 {' }# i" a
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// 获得BackBuffer的D3D Surface
' r0 P% ]9 C2 F D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);
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// Copy一下,,需要时转换颜色格式
5 V4 ], {% x( V D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);* J5 A# ^# ~- v& W
, r# N( \! h& Y+ s // 保存成BMP格式/ o9 X% Y/ Y2 Y. O& }$ S
D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);
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6 W0 T6 S. N% W$ B. ] b N" o. C // 释放Surface,防止内存泄漏+ m1 F$ `& |& [, j" ?! x- A
SAFE_RELEASE(tmp);, l) N% p; P, Q) u* F9 m4 R
SAFE_RELEASE(back);
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! {8 Y# y2 e5 z文件格式可以为:
t" `5 ^/ Y) h+ l0 ?5 q( o* ED3DXIFF_BMP, o. X- X: W& G0 Q& T
Microsoft Windows bitmap (BMP) file format.) C4 k- G& ]- w% Q7 s: C9 Z& P2 C, J
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D3DXIFF_JPG- D/ D* T+ p0 b
Joint Photographics Experts Group (JPEG) compressed file format.
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D3DXIFF_PNG* y) ~( N/ U2 g- F R: F: z* }
Portable Network Graphics (PNG) file format.# V- p7 ?+ w1 ~' I3 G4 Y
& n7 `; ]' z$ q! u$ r4 o! aD3DXIFF_DDS3 L; x7 w1 B. U1 I2 U2 _1 f
Microsoft DirectDraw surface (DDS) file format.
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D3DXIFF_DIB
" e( \: U1 b$ J5 [" H, @; B) L# } Windows device-independent bitmap (DIB) file format.
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: n# f) X: q6 n9 w$ vD3DXIFF_HDR
! M0 i2 L1 f+ F# P% } High dynamic range file format.
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D3DXIFF_PFM' R1 D. V7 Z# o4 y" o- g
Portable float map file format. |
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