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[收藏]D3D中简单的截图方法

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发表于 2005-3-29 22:06:16 | 显示全部楼层 |阅读模式
  在渲染完所有东东后(Present之前)& g" p; {$ q! u+ R  d$ R

8 P& s3 |; j8 Y! Y8 M" W获得BackBuffer表面% t& o9 |( o. C# W
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然后用D3DX的函数保存
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void ScreenShot (char *filename)  B2 G6 r0 ~: H8 ?# T1 U
{
, x$ y  V- b8 i9 P  t  IDirect3DSurface9 *tmp = NULL;( V/ _3 Y7 d6 N& r9 S& z7 w
  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 h( Q: A( @; J) f/ O2 P: G+ B
  D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);
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* q1 M# q% G& F" x: m% [4 T  // 获得BackBuffer的D3D Surface* H" a- b; v# g  p6 n+ W
  D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);! [- B+ ^* V4 d- T/ v8 |
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  // Copy一下,,需要时转换颜色格式
8 y9 B/ l( D2 @0 a5 {  y  D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);
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: Z! E: D! s7 h0 P3 o  // 保存成BMP格式. R8 C$ ^$ x* _+ y( R3 f5 r
  D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);
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  // 释放Surface,防止内存泄漏" k! e& o  Z7 _0 \) Y
  SAFE_RELEASE(tmp);8 l& l& E# W2 S* S" y5 x' F- n+ a
  SAFE_RELEASE(back);# P4 Q# M: B) z- T0 _
}
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. Q8 b/ Z+ f' \" a4 c# C. C文件格式可以为:1 K& \  f0 ^. h0 j' _9 i7 c1 C
D3DXIFF_BMP) h2 c- F! k+ o7 q' a1 L
   Microsoft Windows bitmap (BMP) file format.+ c; b% `. a4 i" r
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D3DXIFF_JPG; {3 A: F" |2 Z1 n- e
   Joint Photographics Experts Group (JPEG) compressed file format.
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D3DXIFF_PNG3 y8 [1 g6 r) X  V+ Q/ b/ _
   Portable Network Graphics (PNG) file format.
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, C) w1 S% [" ]% p% V  c% cD3DXIFF_DDS
* ~5 x, N* F6 k3 K. D( u    Microsoft DirectDraw surface (DDS) file format.
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( N* t  O! J. R. \D3DXIFF_DIB
; n9 M& k0 d/ P    Windows device-independent bitmap (DIB) file format.9 V% U: w# m7 Q) e2 a

4 I: x3 x3 V" X% |D3DXIFF_HDR
- |4 S! o! ]4 Q8 ]    High dynamic range file format.
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  y8 k9 J# C! B8 |' `D3DXIFF_PFM8 L/ _  H  ^# k/ Z5 B  ~' p" ]
   Portable float map file format.
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