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在渲染完所有东东后(Present之前)
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9 q8 D" j! E l7 Q, v! d获得BackBuffer表面
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然后用D3DX的函数保存
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! s: n; ^6 E9 S! g% k. l. N$ Cvoid ScreenShot (char *filename)7 Q" m( \- [! L( g8 l8 {& K% J
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IDirect3DSurface9 *tmp = NULL;2 s% ]: j' p& W
IDirect3DSurface9 *back = NULL;
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5 {1 J6 b d1 I2 H4 a. z5 F1 ? //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 Z O7 ~2 w9 J' s9 w
D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);
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// 获得BackBuffer的D3D Surface
" @+ o8 W$ @8 v+ v; t9 y D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);; ?7 Q' J. V/ Z& |. b" k
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// Copy一下,,需要时转换颜色格式
5 O! B# o: n( t6 B& H' X D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);* ?( Q; T. i, W7 R# _4 P1 Q
3 Q/ F8 _( }5 ^8 D" d# b3 f! ~ // 保存成BMP格式
" o8 u! R8 s7 p! N$ L D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);0 i* y9 U& C5 A0 V
0 x+ B- S( x) n( Q& | // 释放Surface,防止内存泄漏5 D& y$ f: J( \+ H
SAFE_RELEASE(tmp);
5 j, @3 N! X8 d8 Y0 } \ SAFE_RELEASE(back);
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文件格式可以为:* x7 [/ G% z Q2 z/ F7 ]/ t9 ?3 z$ Z
D3DXIFF_BMP
Z. V6 m- l: v: ~ Microsoft Windows bitmap (BMP) file format.
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D3DXIFF_JPG4 w/ B7 M" |/ b B; J1 e1 T3 f
Joint Photographics Experts Group (JPEG) compressed file format.& U# f+ |. X) W Y( [8 Y
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D3DXIFF_PNG# c' ^& m+ P4 p2 D
Portable Network Graphics (PNG) file format.( z4 G" V* K% T; R* S5 l
: m6 C0 P9 n: _' g; vD3DXIFF_DDS2 ^$ r5 `* h" y$ {
Microsoft DirectDraw surface (DDS) file format.3 i! A: `0 H2 W+ u% U. B9 N( ]
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Windows device-independent bitmap (DIB) file format.
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D3DXIFF_HDR
2 X: ?1 G3 m d7 t. W High dynamic range file format.' |4 f+ Y2 H0 s1 a
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D3DXIFF_PFM
/ }) o" `; x) e# [7 N* _ Portable float map file format. |
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