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在渲染完所有东东后(Present之前)
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5 ~ f0 y( y1 _- Y% ?获得BackBuffer表面
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! W; n9 Z, }( s, ^$ D然后用D3DX的函数保存
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0 g$ I$ e1 o4 y- vvoid ScreenShot (char *filename)+ {) P( y! z/ F( o4 T# n
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IDirect3DSurface9 *tmp = NULL;
( w7 L- n) Y/ j" G- J+ k$ t' { 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)
# H2 S/ m: g! W. ? D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);
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/ d, D- r# e2 U; D) z! y% K: Z // 获得BackBuffer的D3D Surface
2 o& z7 G# M+ }% L% P! o D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);0 X+ S" M) p* f7 h# j) J* _
0 C2 J4 G) [+ f1 q, X // Copy一下,,需要时转换颜色格式
9 M7 J# |$ _# g o6 L+ l D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0); F0 N' W: j/ |; j- k5 C
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// 保存成BMP格式
' I, X3 m9 m1 _ `; E e* _9 M D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);
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4 a. w- y# u8 {" J // 释放Surface,防止内存泄漏8 D) v7 a7 h: e3 f8 z- J$ h
SAFE_RELEASE(tmp);, R) N; i5 L5 p8 C7 c
SAFE_RELEASE(back);4 u3 p- s0 b# b. g5 t+ @
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文件格式可以为:
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h& \2 |. A! w! n3 u( z9 ^ Microsoft Windows bitmap (BMP) file format.2 P) s% i# Y( X. ?
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D3DXIFF_JPG$ ^% Y& J5 d6 H8 m* G5 W
Joint Photographics Experts Group (JPEG) compressed file format.
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1 `7 K( ]& X* L$ J; m# vD3DXIFF_PNG
" @% w+ w- i' g" ]4 Q Portable Network Graphics (PNG) file format.
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D3DXIFF_DDS' Q" r( E6 L8 M- H
Microsoft DirectDraw surface (DDS) file format.
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D3DXIFF_DIB$ q2 l: n5 b' r0 A/ Y3 p- E8 H
Windows device-independent bitmap (DIB) file format.- L. ^7 g& L; @5 |* B/ K- `. n! h
, Q% L) R; u- z5 s8 c6 wD3DXIFF_HDR
, b: `1 x: h6 U9 E High dynamic range file format.
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D3DXIFF_PFM
; ~/ {) ^/ ?# x) N1 l& `9 i Portable float map file format. |
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