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在渲染完所有东东后(Present之前)- x! I% O% M4 J
3 A, B9 d) B7 I- _* B获得BackBuffer表面4 f: G0 l+ |* [6 N4 n
: H/ q4 V3 n' T3 d0 }然后用D3DX的函数保存
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. \" o2 S: K9 v$ F# n7 qvoid ScreenShot (char *filename)' a2 `3 y4 {) Q4 ^6 ~5 n& R" Y% i
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IDirect3DSurface9 *tmp = NULL;
" Q- t( X/ H/ Q7 I 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)
) ?7 c; [; g9 B" p1 @5 m D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);$ }3 d8 b7 ?7 m+ m) ^8 r2 }8 ~# A! D" R
; q2 G3 B* n! g* Q7 ~: P // 获得BackBuffer的D3D Surface
: ?' j) Y. }% o) s: F+ y D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);
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* v. I2 O- @: T: Z' n) F // Copy一下,,需要时转换颜色格式
2 n1 Z. l4 a5 u0 b/ s J D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);' ~- y8 S& x+ V6 f8 R$ B; r! r- u
3 ]1 t x& r0 I6 R1 h // 保存成BMP格式
3 v8 s- F6 k2 g" I0 ~ D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);
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// 释放Surface,防止内存泄漏5 H& b9 r# d) e+ ^8 m4 V: J* h
SAFE_RELEASE(tmp);6 {; m* Z7 w- G \' M
SAFE_RELEASE(back);9 K9 v, X8 g9 I9 v) x) [3 _8 j
}
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文件格式可以为:+ A+ j$ D& B9 S( l9 k" Q/ x
D3DXIFF_BMP
: s9 _% F1 A4 \# U# H Microsoft Windows bitmap (BMP) file format.
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4 {4 V1 x, y$ c% u7 J" e. HD3DXIFF_JPG l i% k% m% U/ m
Joint Photographics Experts Group (JPEG) compressed file format.
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4 P, {+ v# z' c& \ U) {+ fD3DXIFF_PNG
4 c# [7 ^3 K( e8 [# C9 t' i Portable Network Graphics (PNG) file format.- U; F1 j3 R5 l4 q5 g0 _
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D3DXIFF_DDS
. J* A& Q9 J$ F( `$ u7 b6 l# a Microsoft DirectDraw surface (DDS) file format.; I% p) L' p! w$ c( r, r6 `% d. w' b/ J
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D3DXIFF_DIB
: T% `5 G% S+ l* [- n: t Windows device-independent bitmap (DIB) file format.
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L* E+ i7 I9 I; ]* _8 X& VD3DXIFF_HDR
( B+ w% ~& l8 f) p* \( F& F High dynamic range file format.
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7 T. R9 ?, R/ g+ D4 E1 ~$ `D3DXIFF_PFM& r' K# }; h+ E3 i. V; o7 g7 r5 e+ p
Portable float map file format. |
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