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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) C# @- ]- T( P7 I" G, l
8 ]; r Z# m, w; _- _然后用D3DX的函数保存
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void ScreenShot (char *filename)5 \# H4 A* c5 i) V5 y( P6 F, g; t
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IDirect3DSurface9 *tmp = NULL;
( \' W& R g1 f7 H3 n8 c IDirect3DSurface9 *back = NULL;; T7 G. ]" p5 u3 g3 J% h: b
, w4 X I8 h# r //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)
( C. c' J. E |6 k4 m D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL); X, q$ \; V7 F& Y% v N$ l
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// 获得BackBuffer的D3D Surface: R/ s/ |* ]5 l# b8 P0 i
D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);) x3 D) l1 S& r: E; B2 n1 Q& Y
0 \0 {" U5 P9 }8 u* M3 g" \ // Copy一下,,需要时转换颜色格式
2 f+ n/ Z* W1 \& Y# O/ D8 x" Y; J D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);
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// 保存成BMP格式
% U. p/ r8 `5 \. m" M D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);
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! p+ l! n5 f& D8 s" P8 B // 释放Surface,防止内存泄漏
# h. P6 ~. K( d' c# N7 R! z SAFE_RELEASE(tmp);' P1 u$ }$ z! g' [' w2 O; }8 ?
SAFE_RELEASE(back);/ k0 V. L6 X" ], A
}
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% X& ?: G0 H% ?3 j9 h文件格式可以为:
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5 |( v1 A, N6 O1 W: _ Microsoft Windows bitmap (BMP) file format.
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5 O6 P9 [. ?$ X5 C9 y T$ ~5 VD3DXIFF_JPG
7 @1 ~0 O- y7 I2 q- F E4 \' { Joint Photographics Experts Group (JPEG) compressed file format.6 [( E9 a% a' F6 S" c8 j9 Q
5 K5 N2 {9 q2 ?% T/ {3 B5 B. _! P4 hD3DXIFF_PNG
! I1 @$ Y6 L6 v+ u4 }- N' h7 P Portable Network Graphics (PNG) file format.
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2 b; l, S2 H! ]D3DXIFF_DDS- Z8 F: y8 T; [; J
Microsoft DirectDraw surface (DDS) file format.
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# @/ U# }+ |2 `1 G% cD3DXIFF_DIB
C y" X# m0 V) O Windows device-independent bitmap (DIB) file format., f* A h ~: H; w
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D3DXIFF_HDR
& w# V1 j( E4 I1 U1 U0 C; r' Q High dynamic range file format.
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8 o2 A7 O* N1 A3 j* ID3DXIFF_PFM
( f4 n. \5 W/ A; z6 D, m8 X+ \ I Portable float map file format. |
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