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在渲染完所有东东后(Present之前)
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/ g; z) r! B7 W4 \: B8 G& g获得BackBuffer表面
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# N A1 V( W& P/ m: W- ^然后用D3DX的函数保存: s' {* y2 A: L. z7 @
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void ScreenShot (char *filename)7 i+ o& s2 F3 |1 e
{
; q. X* v/ U t4 b- E( r IDirect3DSurface9 *tmp = NULL;
) E, N/ s8 f; S' d IDirect3DSurface9 *back = NULL;
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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 K# S. `3 z& [9 e
D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);# W* F7 ]% r8 }& d# r# M$ ]6 N
6 W% `9 s: J( M6 X // 获得BackBuffer的D3D Surface
8 Y/ a+ D3 B) j0 x) Q% H9 _& m$ \ D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);
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, |+ e% |1 X: t" ~+ j- a& Y // Copy一下,,需要时转换颜色格式
v& ]! a9 c+ K. C0 O D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);
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// 保存成BMP格式6 U! \+ C0 A8 t+ z, i* S
D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);
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3 W# b M% {1 R* m' L& Z // 释放Surface,防止内存泄漏( p: U* w# S, ?8 G1 q! Y
SAFE_RELEASE(tmp);
5 M& Q5 a$ E/ F& K' d& s' n7 e SAFE_RELEASE(back);4 ^+ X' L0 M$ ^4 O
}
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* J/ Q' u G: s J ^. j文件格式可以为:+ L L- r5 I; t6 j G9 o
D3DXIFF_BMP
: f9 @5 J9 d6 X% x1 N! e$ a4 C Microsoft Windows bitmap (BMP) file format.
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; h; U' o. k% S' |4 a4 t6 HD3DXIFF_JPG
* E) g' k* K! Q Joint Photographics Experts Group (JPEG) compressed file format.& Y& z7 N @* B/ E
* q+ J. e! K4 I4 q4 {- w# n7 @0 _0 |D3DXIFF_PNG
/ ]' E5 w, B# [9 d A; N Portable Network Graphics (PNG) file format.
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; {$ e1 u/ F# U* |D3DXIFF_DDS
1 ^ N8 R+ _- `5 Z Microsoft DirectDraw surface (DDS) file format.8 D( V. j1 {7 Z, U
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D3DXIFF_DIB
; A2 u8 c$ I, @+ T8 c3 a- u: x Windows device-independent bitmap (DIB) file format.
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5 e2 w9 Y3 @) g, vD3DXIFF_HDR; ?! G) {- R# w1 V' j
High dynamic range file format.
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D3DXIFF_PFM, Y/ L, o- ?) i3 ]4 v9 L. P0 C: ?
Portable float map file format. |
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