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在渲染完所有东东后(Present之前)
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3 U) j1 }8 g5 h4 ?获得BackBuffer表面
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然后用D3DX的函数保存; K' v$ m! o" Z$ w1 U6 G, b0 [- G v$ L
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void ScreenShot (char *filename)0 G0 L9 @# g8 y h, Q6 G
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IDirect3DSurface9 *tmp = NULL;
# X+ j5 G6 ~* A( Y) o8 R/ F 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)9 c1 a8 T% S0 f% l3 W& {" n
D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);% G8 G( B7 g, ^( H" V
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// 获得BackBuffer的D3D Surface
( j! q- u! k" k" z% ^9 x D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);' u8 X8 ^% f4 G9 @' ?, [
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// Copy一下,,需要时转换颜色格式) n" v7 N- f% b) R) `
D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);' U& X/ T; z. e% Q$ m3 b7 i! l
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// 保存成BMP格式
. e5 n6 T. O$ U* V& n8 W: a3 J D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);
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// 释放Surface,防止内存泄漏
5 a1 c% H* e! E SAFE_RELEASE(tmp);; f" j6 d8 X& ~, G
SAFE_RELEASE(back);$ x- r0 x# }: X1 R1 V
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" a9 y1 |& W! B2 H) Y. B文件格式可以为:. }. m/ l4 X# E1 m+ i1 a
D3DXIFF_BMP
$ d' z- `8 Q# j- R- z/ ^0 Z Microsoft Windows bitmap (BMP) file format.
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D3DXIFF_JPG9 G2 P4 L( P2 i' P& @1 X5 k. F
Joint Photographics Experts Group (JPEG) compressed file format.
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- {, N0 W; A! Q+ ^6 _9 P6 b& QD3DXIFF_PNG" G; l ?+ A, C7 X$ S& h
Portable Network Graphics (PNG) file format.
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D3DXIFF_DDS5 `7 m e: h3 M' T+ [
Microsoft DirectDraw surface (DDS) file format.7 Q- P* k( v" Y D4 _5 {
/ ` P0 M* l+ i+ p9 j6 @, H1 xD3DXIFF_DIB" D- y+ t, u% D- x$ `- y S
Windows device-independent bitmap (DIB) file format. U; T5 `3 J0 u" [/ M
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D3DXIFF_HDR
+ `, V, w' i% t& t$ G1 [ High dynamic range file format.- U) F$ j4 ^4 E& r5 Y/ n
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2 g; l0 A; T% S' u Portable float map file format. |
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