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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. i( ?$ _( I6 X6 A
; P. T' N. b! _7 z$ M然后用D3DX的函数保存7 e9 P/ K/ N; W/ M) H# U7 |
* l4 E, c3 s/ j( Vvoid ScreenShot (char *filename)
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2 V- {( c4 U* l" ^ IDirect3DSurface9 *tmp = NULL;
5 f6 E* m+ F3 H$ b X t6 U IDirect3DSurface9 *back = NULL;
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5 X' F5 S4 p$ N8 O //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)6 @+ [. x# J+ ?
D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);& V3 O" z! o9 ~: |2 V. m# U
. v$ x, G6 {7 L+ C! J/ ], L // 获得BackBuffer的D3D Surface. s8 J7 Z$ T0 ?9 ~/ f
D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back);
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// Copy一下,,需要时转换颜色格式
7 S+ [2 H7 l% x$ M7 G4 d8 U! m6 O D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);
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// 保存成BMP格式
$ i% G. s" T m# t X2 H. ? D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);% Q, ?9 ^( {+ N N/ F
6 |" \0 a* C9 F' [! W* F // 释放Surface,防止内存泄漏8 Z, F6 ^5 [8 e) a" f v B
SAFE_RELEASE(tmp);0 U- Z6 h! u* G6 B
SAFE_RELEASE(back);
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+ ^! s3 S1 M+ O; \% ?, o文件格式可以为: ?1 \4 c7 Y! M" _) ^
D3DXIFF_BMP
7 K& A6 x1 \4 [ E9 H2 | Microsoft Windows bitmap (BMP) file format.
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D3DXIFF_JPG
* A, K3 w b8 y# \8 H' o+ A! x1 f4 V Joint Photographics Experts Group (JPEG) compressed file format.
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D3DXIFF_PNG
4 ~' @( d: Q: A Portable Network Graphics (PNG) file format.
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$ C+ i' t& }$ c1 Q$ N# tD3DXIFF_DDS3 V- q, W8 a/ E a# ?* a9 E
Microsoft DirectDraw surface (DDS) file format.
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D3DXIFF_DIB
( t4 [/ |7 h2 I' t7 q4 a/ N8 s% @( o Windows device-independent bitmap (DIB) file format.$ K4 ?" Y1 I8 O! W- }+ m8 u, `
9 j$ q8 t$ f) _D3DXIFF_HDR
7 c2 {7 o6 @; _ High dynamic range file format.
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D3DXIFF_PFM/ ~0 Y. N- s0 q) c
Portable float map file format. |
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