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在渲染完所有东东后(Present之前)
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获得BackBuffer表面
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然后用D3DX的函数保存
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" N' D$ a3 ]8 U2 D+ ivoid ScreenShot (char *filename)
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- q4 k* R0 N7 ~) u* _ IDirect3DSurface9 *tmp = NULL;
' N3 `% x% G/ t" x IDirect3DSurface9 *back = NULL;- u& B# I* D0 ~# a% x
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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)
3 \/ C* t" d; l! w D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);
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/ m. f9 p4 l3 O7 }( ^% U // 获得BackBuffer的D3D Surface* [+ _) I- M9 P; U& c
D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);! Y9 p) B- u8 V
, I, D0 g$ v1 R // Copy一下,,需要时转换颜色格式
' o! Y1 m$ k4 s! S. \ D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);
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// 保存成BMP格式
' w" S$ z; ^4 ?! ?3 S D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);
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// 释放Surface,防止内存泄漏5 o$ h! u9 ^; N9 t
SAFE_RELEASE(tmp);* e0 a& A9 U. J2 K- ~) w) w$ T: L
SAFE_RELEASE(back);
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文件格式可以为:
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Microsoft Windows bitmap (BMP) file format.
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D3DXIFF_JPG9 e4 ~- W T- q6 s* y7 S' T: o
Joint Photographics Experts Group (JPEG) compressed file format.+ s, T0 q' W5 Q0 i& \! y
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D3DXIFF_PNG
1 ?5 l( F8 d, b( \0 d Portable Network Graphics (PNG) file format.
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Microsoft DirectDraw surface (DDS) file format.
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D3DXIFF_DIB! a; T' {; i/ f/ P% y5 i( _* ?. E
Windows device-independent bitmap (DIB) file format.
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D3DXIFF_HDR( S1 l- O7 o4 k
High dynamic range file format.7 z- @) e* z9 e
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D3DXIFF_PFM
- g4 ]7 W6 r3 e# m { J5 f: | Portable float map file format. |
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