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在渲染完所有东东后(Present之前)$ K% I3 F2 `' x4 z+ d( }8 H% x
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获得BackBuffer表面7 r& ^5 D/ s2 o5 D
4 m( ^3 O0 `& J$ `$ P然后用D3DX的函数保存
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# I% x( C9 M# {0 n9 v' jvoid ScreenShot (char *filename)/ ~8 I+ S6 V" S7 {/ f
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IDirect3DSurface9 *tmp = NULL;
$ M) ^# \3 }; V5 G IDirect3DSurface9 *back = NULL;
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- N3 S& Z+ R! K. _ //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)+ S" m% Z l2 p& Z# h
D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);* }3 S4 o6 e4 D4 V- `9 w
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// 获得BackBuffer的D3D Surface
) V: U! K% ], e1 y: D5 v D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);
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+ V( l9 D- q7 F // Copy一下,,需要时转换颜色格式
M/ {3 Z$ m5 h1 X7 O; v5 f D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);
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+ e) \ O0 b7 _9 M // 保存成BMP格式& C3 q; ?, Z: h# J
D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);
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8 `/ F8 N3 y+ y% X // 释放Surface,防止内存泄漏1 U. R: ~" `( @
SAFE_RELEASE(tmp);
$ n# }. ~9 s3 f7 x& d SAFE_RELEASE(back);
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4 @7 D3 u( k$ L1 k文件格式可以为:
, x; w& D' D, p' u; W) b. }D3DXIFF_BMP
2 N) y- O7 d3 [* @* |* l Microsoft Windows bitmap (BMP) file format.. a6 k, Z: S0 P, @; x$ y3 C4 I; X3 f
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D3DXIFF_JPG# b6 e% x2 Q( e, Y
Joint Photographics Experts Group (JPEG) compressed file format.
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9 |$ A! r* D2 o1 F3 J( RD3DXIFF_PNG2 k8 @ E5 T2 V" B! A2 d
Portable Network Graphics (PNG) file format.7 j- p2 h* {9 j# t$ L! |
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D3DXIFF_DDS3 M# T+ f" \+ x% W* |& l2 f) ~# {
Microsoft DirectDraw surface (DDS) file format.( h) a$ ?' e& _. S3 Y
/ F$ i$ k" Q* z& t; L% w7 V8 cD3DXIFF_DIB
' | N2 w% d6 ~% v* |8 q Windows device-independent bitmap (DIB) file format.$ t7 A8 p7 F2 Z @# d
* H) R9 v" @+ K* L$ b' ]' `3 \& kD3DXIFF_HDR
j% ?9 d2 Z& Z+ a6 |" I High dynamic range file format.
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D3DXIFF_PFM
% `! n: Q) T/ G, o Portable float map file format. |
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