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在渲染完所有东东后(Present之前)
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获得BackBuffer表面7 i4 B, b6 a( s( _( N7 h) y
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然后用D3DX的函数保存
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void ScreenShot (char *filename)% D7 ~) x4 o2 o$ n/ Y
{
. C- c2 y; |+ V" h IDirect3DSurface9 *tmp = NULL;9 y Z+ h2 f0 d1 K
IDirect3DSurface9 *back = NULL;" [% j, M7 |/ K# d; U
! V+ H8 K, T, P0 M //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 u( m' P8 E2 U5 }# R1 \ D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);
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// 获得BackBuffer的D3D Surface7 y! V. i7 d6 x* I4 X: z* J/ Y2 i8 e
D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);; B- |, c9 q' U) `( s' I8 M3 @
& t+ U% t, C+ i8 }' B4 c/ U7 D // Copy一下,,需要时转换颜色格式
! g, y5 G2 Y" K" H$ w D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);' k( s- E8 ?. [
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// 保存成BMP格式
2 G. W6 c1 J* H7 s( B D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);/ y8 y$ r- L. B3 o, h1 a8 e. `" {
' D" p8 r0 V) F // 释放Surface,防止内存泄漏$ }' N$ P4 a$ U p5 r5 q
SAFE_RELEASE(tmp);
8 V% b* H! r" A5 A SAFE_RELEASE(back);
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文件格式可以为:
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Microsoft Windows bitmap (BMP) file format.
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Joint Photographics Experts Group (JPEG) compressed file format.* A& I- j# ?8 [' v
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D3DXIFF_PNG
' A" X- E) H0 d) w! K( P: L Portable Network Graphics (PNG) file format.
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D3DXIFF_DDS) T# ]& \' M ]! w& n. g: o
Microsoft DirectDraw surface (DDS) file format.3 A3 [1 x/ x# b; U
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D3DXIFF_DIB3 z1 L9 t8 w3 ?- P! Y
Windows device-independent bitmap (DIB) file format.7 B1 G3 I+ f- F9 x
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D3DXIFF_HDR
C& N9 R5 {7 f High dynamic range file format.. g+ b; T, N* N: ^- D
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D3DXIFF_PFM( d7 s. w' E4 J8 X6 h
Portable float map file format. |
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