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在渲染完所有东东后(Present之前)7 v$ c% t( h! a$ A5 J9 @0 v
' f) b* |: ?% Y! F7 }获得BackBuffer表面
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然后用D3DX的函数保存# ~2 M7 ?$ P+ D2 H1 F( P- O, F2 M
8 Y, N+ b% d5 K2 dvoid ScreenShot (char *filename)
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/ p+ i9 Q- S" D, W2 @ IDirect3DSurface9 *tmp = NULL;: E! k) b: g! I& v% _4 X4 X+ X
IDirect3DSurface9 *back = NULL;" @' O! }2 w M; L% t! t7 z) W
7 C1 l* C; p0 [5 ? //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)! d0 o: }' ~4 G0 E; N. n* T6 H
D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);
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& m6 Y& I$ |, S8 O // 获得BackBuffer的D3D Surface" o( A3 f4 b* K7 g; ]
D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);# |* }- T& M# g3 S7 e
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// Copy一下,,需要时转换颜色格式# ^2 i! q9 B+ [6 v5 }) T
D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);' @7 C3 n- A3 [
, T! D) V- f- s& e; v2 Q3 A | // 保存成BMP格式
6 Y5 e* v2 P+ u+ q) T; p5 H- k D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);
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1 l. H" f( g1 I0 G. K // 释放Surface,防止内存泄漏
# U8 C9 {/ K3 ^8 e SAFE_RELEASE(tmp);
6 ^1 R6 _- k# V3 _/ u* A4 r SAFE_RELEASE(back);
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文件格式可以为:4 n7 T( ^$ p; A" {/ b* }0 N8 n
D3DXIFF_BMP* k: L ~8 O$ f
Microsoft Windows bitmap (BMP) file format.
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D3DXIFF_JPG
) c2 Z' y3 E D6 e( W% r Joint Photographics Experts Group (JPEG) compressed file format.
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7 P9 O w6 E" c5 h. @D3DXIFF_PNG2 k0 H- F7 S: l9 k. C
Portable Network Graphics (PNG) file format.$ L Z8 p, n( r0 k
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D3DXIFF_DDS
" T! y! \5 s/ q$ p% W1 f Microsoft DirectDraw surface (DDS) file format.' |2 Q# E+ o: W. I5 S
, d- u" _2 o6 d6 L: mD3DXIFF_DIB) M0 c) k( f H2 q" @4 `/ X, k
Windows device-independent bitmap (DIB) file format.! C& O9 I6 ^% G, f
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D3DXIFF_HDR( m) R U0 P# `! b2 j9 M" M
High dynamic range file format.
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D3DXIFF_PFM$ B q% b' F# v, ?$ z
Portable float map file format. |
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