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在渲染完所有东东后(Present之前)) |3 w# P4 w' O$ B
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获得BackBuffer表面6 O, Q5 @* b$ U
+ q. E5 x2 a; b. }然后用D3DX的函数保存
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void ScreenShot (char *filename) y0 e8 W/ x/ A$ b* O) _
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IDirect3DSurface9 *tmp = NULL;; _% V3 z6 L/ t5 b1 K
IDirect3DSurface9 *back = NULL;. }/ _$ U7 o; @. z6 X% T R; T
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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)
2 N- f( z6 L+ d) X* \ D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);
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: l. b3 ^8 z9 K# x // 获得BackBuffer的D3D Surface
$ U6 N2 {* a) Z7 V3 _ D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);# }& P* j' B6 p
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// Copy一下,,需要时转换颜色格式
3 E" c) I: Z+ o& v& ~8 C6 j' g D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);
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6 C+ [, p4 i: F. ] // 保存成BMP格式
/ k* S/ @0 C: }9 ` D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);
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/ s% s8 B1 f9 @) K% _ // 释放Surface,防止内存泄漏
+ G( q Q/ F& v0 B' e1 C. \ SAFE_RELEASE(tmp);9 D1 `. b2 S1 M0 e- w
SAFE_RELEASE(back);
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% h7 Z% i3 G1 h4 v# R, J4 ^文件格式可以为:
( t! u6 r2 o/ MD3DXIFF_BMP
[7 W: c$ s% g& N! R Microsoft Windows bitmap (BMP) file format.. A" M7 z# r, ]! e$ L
7 D6 F7 U$ B2 R! E+ [1 rD3DXIFF_JPG& L X3 j1 t+ J3 Y: B% I: R: j' W
Joint Photographics Experts Group (JPEG) compressed file format.0 ^3 j- x/ U6 L6 v! G
; `* j) s6 N, E1 O- I* P% C1 OD3DXIFF_PNG' r4 D6 `& Z/ d7 u9 Q/ B
Portable Network Graphics (PNG) file format.8 q' l5 Y. D% ~- c1 D. m6 D
f. w: a* |" N, V& H9 Q- i9 _D3DXIFF_DDS
% T( O# l( a; L* q" `8 _ Microsoft DirectDraw surface (DDS) file format.3 Z- b" ~. C3 W& x5 ]
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D3DXIFF_DIB' X f( R5 m" W6 Y: g1 E
Windows device-independent bitmap (DIB) file format.
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D3DXIFF_HDR3 t- l' U. b+ R8 b8 o# Z, l# q
High dynamic range file format.
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D3DXIFF_PFM2 o! ^- k# Z9 e0 J$ s2 I" s
Portable float map file format. |
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