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在渲染完所有东东后(Present之前): z( G, B+ i) D3 O5 i0 O4 q7 I
) R- }* z4 b( n0 |( X获得BackBuffer表面
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然后用D3DX的函数保存) q' [& j' d1 T# m
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void ScreenShot (char *filename), q& \( u" V! F5 u, l
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IDirect3DSurface9 *tmp = NULL;
" c7 u: D/ j. v7 b$ L8 K IDirect3DSurface9 *back = NULL;4 a9 @( ?% k( R2 m& Y! L2 ?
* P% x' L7 F5 M0 a/ |( H1 \5 K0 |7 T! h //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)4 G D, n& a( J) E- ]$ ?6 k
D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);
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$ y/ Z; n7 ?% ] // 获得BackBuffer的D3D Surface' Q8 [# ^- c. _* Q( f0 d
D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);" J! n1 a% [. J
; A" [. q# g) ? k9 W2 [8 u, B% k7 F // Copy一下,,需要时转换颜色格式' \+ A9 ^4 S0 V* Q# b
D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);
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// 保存成BMP格式) N" a3 Q# n! x
D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);4 S6 u: u2 N9 ^/ Y( B9 A' S
3 d# E5 U+ D' p( `+ ?7 P // 释放Surface,防止内存泄漏- P6 m) K: l5 t: i2 J+ i# s' d
SAFE_RELEASE(tmp);! S- ?3 w0 i3 A H8 ]: ^+ H
SAFE_RELEASE(back);8 d/ b$ u" ] |6 f% B) c
}
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文件格式可以为:
5 B1 s" c8 H& {* x: sD3DXIFF_BMP( g2 B% ^) }# t" l- T. H6 \7 w1 _
Microsoft Windows bitmap (BMP) file format.! ~9 K2 i' z7 z2 {4 w: L
" o+ D8 j& K% t7 q% }! {) ]D3DXIFF_JPG/ D- T5 K0 R8 O3 n8 M9 R8 j: R
Joint Photographics Experts Group (JPEG) compressed file format./ J0 ^3 G+ z& ~% w0 t M
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D3DXIFF_PNG! P: [. o1 N! B( ]) W- v- G" `
Portable Network Graphics (PNG) file format.
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D3DXIFF_DDS
& r, P' K9 e( n Microsoft DirectDraw surface (DDS) file format.0 L" I* [! |+ ]7 B
9 O1 a% m6 [0 u) ~/ `0 }5 @D3DXIFF_DIB: X3 m0 f9 D% v4 w" h+ m
Windows device-independent bitmap (DIB) file format.8 @9 R, k0 \* u) K8 {
9 j0 L8 [# o* |% lD3DXIFF_HDR
# q4 ]1 L; E0 J) d High dynamic range file format.0 G7 S+ y# h. z2 {0 c% F
1 x2 X# U5 Y4 z" w' QD3DXIFF_PFM
7 _5 {- U8 U% [+ w Portable float map file format. |
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