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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% \; T/ H; Z+ |- A% b8 C1 ~
) y/ v' N& E' X* ^" v: P7 m+ {然后用D3DX的函数保存
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' s4 j" \, f( G6 w% S: }void ScreenShot (char *filename)0 T7 y) O9 Y, \- N$ C! s
{
! Y s" E- _$ v' k1 Q IDirect3DSurface9 *tmp = NULL;
+ }4 ?1 }& U) }4 ^% M IDirect3DSurface9 *back = NULL;
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7 d, }1 ]9 i+ s' s; U8 Q //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)
# e. J- ?- ~: V5 U$ Z* ` D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);
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" r+ k' t7 n+ C5 B4 E! X // 获得BackBuffer的D3D Surface
; b1 ^/ R7 B' T8 f" c$ C' |2 k# H D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);
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// Copy一下,,需要时转换颜色格式& G+ k, s+ a: C8 e% e
D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);
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// 保存成BMP格式" L, F! R6 Y( `
D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);
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// 释放Surface,防止内存泄漏) j3 Z) f* ^& B- t" b; p
SAFE_RELEASE(tmp);: _6 O4 l* {+ i' [1 U& N4 ?
SAFE_RELEASE(back);
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文件格式可以为:
, Y5 ~& D3 e0 T5 h. YD3DXIFF_BMP8 v% }0 {$ C9 ]2 T P
Microsoft Windows bitmap (BMP) file format.
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D3DXIFF_JPG
4 }8 ^' Z+ p W5 A Joint Photographics Experts Group (JPEG) compressed file format.
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D3DXIFF_PNG
8 r, b' D' l1 {' D. N: _0 n Portable Network Graphics (PNG) file format./ e& n* r' b3 t r/ s2 h0 m
4 \, O5 I# s9 X2 u# ?D3DXIFF_DDS" d, Y/ w v' p" c+ w; t% I h
Microsoft DirectDraw surface (DDS) file format.
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D3DXIFF_DIB2 ?7 j( y" j3 q2 F. L/ _9 ?
Windows device-independent bitmap (DIB) file format., u0 z$ c s: ?! t4 e% d& V# g& }
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D3DXIFF_HDR
& v9 K0 _& D" f5 |- P" G) k High dynamic range file format.% T0 A. N) C& k! ~. B# f! o- d3 t; d
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D3DXIFF_PFM
' U# i1 D, W8 `5 M5 y0 g Portable float map file format. |
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