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在渲染完所有东东后(Present之前)5 P$ |; _; R" Q
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获得BackBuffer表面8 l7 R2 a* z) T5 M. X
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然后用D3DX的函数保存7 J5 {+ z4 h2 k6 }3 i5 T8 u% x
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void ScreenShot (char *filename)5 I- z( [' q- ?
{
3 ]5 X( _2 X0 a0 k2 H/ T4 f) i IDirect3DSurface9 *tmp = NULL;
3 }) ?, L% k! c2 v9 [7 x1 Q IDirect3DSurface9 *back = NULL; A- _/ n' \+ V
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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)' W. {4 @! h9 ^: B3 k. I$ V
D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);
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! v( s( p5 F% g4 T/ W* R6 Y, X$ e6 s // 获得BackBuffer的D3D Surface
9 W8 a3 B, V+ L* I! y D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);! }6 G2 h* }7 c I# K& i; k
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// Copy一下,,需要时转换颜色格式! `" O. U9 R% k" C, T- ^
D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);
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// 保存成BMP格式) N5 i& ], E2 W* N m
D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);0 N& w9 X) a2 g, b3 [) k3 |
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// 释放Surface,防止内存泄漏8 m% B5 e9 C2 ^! z5 m s
SAFE_RELEASE(tmp);
2 O' I0 g* g, i$ R2 N8 ?) x" ] SAFE_RELEASE(back); B8 x. k1 @" q& I, @
}
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) G+ h: `$ ]( o' p, W9 [文件格式可以为:
0 k$ M- B( s4 i% F4 z# f9 ^. _D3DXIFF_BMP
9 ?( A- Q" [4 _2 ]4 m Microsoft Windows bitmap (BMP) file format.
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D3DXIFF_JPG
4 E4 l9 b4 W9 P. \6 @ ~+ @, F8 ~5 a3 W Joint Photographics Experts Group (JPEG) compressed file format.& f5 n1 K5 s" i. M! Y ~
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D3DXIFF_PNG( w X+ [% f+ n% d! G6 Y
Portable Network Graphics (PNG) file format.
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D3DXIFF_DDS; _7 A6 L& ^ I: E
Microsoft DirectDraw surface (DDS) file format.
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" U! p5 }1 a* U7 AD3DXIFF_DIB0 q) _7 [1 |5 G8 e5 F P7 k- L
Windows device-independent bitmap (DIB) file format.
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/ E; F/ L+ { s, }# KD3DXIFF_HDR
8 J( |4 `$ H0 I; P2 O$ v6 p4 O High dynamic range file format.% e( Z0 f/ Q/ Y# P
5 v7 Y2 A9 B% K v$ {4 N* V' v! TD3DXIFF_PFM
! F* n$ f1 Y4 s7 i% Q: r Portable float map file format. |
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