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在渲染完所有东东后(Present之前)
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9 J0 }5 J" y+ o7 v8 d' V获得BackBuffer表面2 P+ t$ n- F/ Y" b+ Y( E7 a
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然后用D3DX的函数保存1 F3 D* l& C2 W% I
) m$ A v/ ]5 M. Z* Uvoid ScreenShot (char *filename)
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IDirect3DSurface9 *tmp = NULL;8 ]" w/ m6 }' Q% \
IDirect3DSurface9 *back = NULL; N# E F# m4 M* f5 n% D
+ \6 K! b8 } E3 s9 r/ P2 E2 l //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). m! W0 L$ c0 X% x
D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);
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// 获得BackBuffer的D3D Surface$ \" p" S/ M0 L9 y* y* e3 H
D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);3 m3 G4 f/ B4 Y
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// Copy一下,,需要时转换颜色格式7 L' L5 o6 E ?: ]( ?0 s1 ^
D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);
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$ C. F5 y3 Q) a1 W. O0 e2 y // 保存成BMP格式
+ A* Q- f* y# z+ F, H4 g D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);
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, v9 y8 N) _( h7 m. | // 释放Surface,防止内存泄漏5 y [3 O7 g& q, w2 j# ?, Y
SAFE_RELEASE(tmp);+ m8 e ^% Z R. F+ w7 n5 h
SAFE_RELEASE(back);
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文件格式可以为:
4 W9 W% ] Y# u, MD3DXIFF_BMP
: q3 m1 r/ i! p. ^9 Y Microsoft Windows bitmap (BMP) file format.
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* l' x( v+ K4 W+ L6 J1 i; c, HD3DXIFF_JPG
! Z; L$ T# i/ v! I& ?6 e Joint Photographics Experts Group (JPEG) compressed file format.
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+ i! w; H! R' A* `, WD3DXIFF_PNG3 B6 \. v2 f( @% n
Portable Network Graphics (PNG) file format.
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; D% @, \# U! C9 k: ~3 t+ CD3DXIFF_DDS# v% ?. R0 p7 w- z) v' }
Microsoft DirectDraw surface (DDS) file format.$ _6 o( }# B; Y/ J4 q6 M
: l( r0 y+ M7 H @D3DXIFF_DIB
. T. _2 D) D _5 \ Windows device-independent bitmap (DIB) file format.7 S$ w( c, T2 ~) b2 C; l! x
- ]: D1 m! x; M" |# Z+ L3 yD3DXIFF_HDR" s9 `+ G2 ~% f) Q: v3 v* ~) H
High dynamic range file format.
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) g" L9 t0 y0 y3 X! O+ l8 iD3DXIFF_PFM+ b. k& S: v; v0 j1 C0 W1 B
Portable float map file format. |
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