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在渲染完所有东东后(Present之前)6 @- e" ]# _4 o
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获得BackBuffer表面
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3 f' y$ H8 \% i/ t( B1 y% p然后用D3DX的函数保存
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void ScreenShot (char *filename)! u% x! T, M% v6 r) C7 u' C$ J
{
# h3 |& ?* Y& E4 G0 s8 e IDirect3DSurface9 *tmp = NULL;1 [5 V I2 ?7 d2 a
IDirect3DSurface9 *back = NULL;; _) i+ | l: g
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//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)
- J; m9 _" `- _; ?8 \% G$ y D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);
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// 获得BackBuffer的D3D Surface( w: X1 W7 }2 l, b6 u4 ^
D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);2 Z9 f0 Y4 K' a
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// Copy一下,,需要时转换颜色格式
+ r9 Y& s4 c D! \1 V r D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);
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2 A; c8 i. g; b6 B! B // 保存成BMP格式
- i& I$ }& }7 Y/ t) h& C+ l; Q# \ D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);
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4 z9 q4 _+ r: E }; i: g; l8 f // 释放Surface,防止内存泄漏
: `# u9 c' }$ a) F; ~ SAFE_RELEASE(tmp);9 \, `. U) s6 m( D9 V2 ^0 b% a
SAFE_RELEASE(back);) E! u# l; _6 `$ \5 W- b
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文件格式可以为:( q5 A5 K5 M5 [9 B3 A
D3DXIFF_BMP# s4 D. p/ p% k) Q4 |- ^$ A/ ?
Microsoft Windows bitmap (BMP) file format.
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D3DXIFF_JPG( v) {9 X( t( _* k- D
Joint Photographics Experts Group (JPEG) compressed file format.3 b$ o- m# k- _0 b/ O
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D3DXIFF_PNG/ q+ T# t. v3 T8 n$ S
Portable Network Graphics (PNG) file format.
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D3DXIFF_DDS
; N; R' _- e7 q+ ~$ Q& E) I ]2 \ Microsoft DirectDraw surface (DDS) file format.
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D3DXIFF_DIB
3 p. U& D1 L( T5 T1 X1 i Windows device-independent bitmap (DIB) file format.* G4 N1 s: p e" m. z4 s+ T
# H: s) L4 L- }+ {, l- w4 w. BD3DXIFF_HDR# j, G& k- }9 `1 u+ j
High dynamic range file format.) ~+ }# h/ l F$ a( X
/ b/ \: E8 L9 C8 T/ jD3DXIFF_PFM
0 o( L( M% ]& M: R) V Portable float map file format. |
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