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在渲染完所有东东后(Present之前)/ v, d* y- n' b l. P1 o2 @9 t
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获得BackBuffer表面
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0 v* }( v$ W3 s1 R/ W然后用D3DX的函数保存
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$ j/ t( n+ C, g$ L- U+ e1 zvoid ScreenShot (char *filename). n6 a; M5 J/ W( A: K
{
$ _2 r5 ^ j: V+ C3 n' v) p IDirect3DSurface9 *tmp = NULL;
6 s0 y, e2 J, b2 x: I0 w( L h* }; R7 R IDirect3DSurface9 *back = NULL;
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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)
" z' ?+ [# f! P. w2 ], y D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);
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// 获得BackBuffer的D3D Surface' _6 s4 E: C3 B# n& j- J# i
D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);7 r |1 E) M0 n9 \
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// Copy一下,,需要时转换颜色格式0 s" W) F2 E% E D! ]9 n
D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);
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// 保存成BMP格式+ X5 P' [) y8 T) K$ J3 n" M, n) m
D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);- d6 q# V* E! [3 b
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// 释放Surface,防止内存泄漏( [5 Q% ?& Q- i/ i, n4 }
SAFE_RELEASE(tmp);9 f$ f8 R! N# U
SAFE_RELEASE(back);
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文件格式可以为:
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1 K: U6 G( V% Q T+ l0 y' c) a Microsoft Windows bitmap (BMP) file format.% F+ a( J: e. R8 C+ g( t
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D3DXIFF_JPG e0 S% b/ P2 F5 Y2 o
Joint Photographics Experts Group (JPEG) compressed file format./ l2 D7 v% O% B2 a+ d; q" \. O. w
: a0 ?$ Q4 S! d4 aD3DXIFF_PNG
# f. `% Q2 X5 k# ?! Z Portable Network Graphics (PNG) file format., l, h* a! a6 `$ a+ K K/ L0 e# j. W
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D3DXIFF_DDS
R4 I. ]8 ^5 D$ F- e1 H Microsoft DirectDraw surface (DDS) file format.
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4 [+ ]+ |( E" d3 I! y7 J& b' f% hD3DXIFF_DIB1 b1 N) p& C! ?6 R# l
Windows device-independent bitmap (DIB) file format.
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E# `; B) ]' H7 b8 W/ ND3DXIFF_HDR
: g/ |9 _- j7 @3 F3 ? High dynamic range file format.
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D3DXIFF_PFM* ?, V& P: d8 r2 r8 _- k& c
Portable float map file format. |
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