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在渲染完所有东东后(Present之前)2 Y) L* K. l& B! V
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获得BackBuffer表面
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" S, b( c! ?% }- @6 z' s5 F& z: |然后用D3DX的函数保存' e( f6 Y- {9 W+ ~
2 x6 R2 M" W; Xvoid ScreenShot (char *filename)
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IDirect3DSurface9 *tmp = NULL;
, `& n3 @3 j2 q3 A7 F# S) n7 a IDirect3DSurface9 *back = NULL;9 F9 a5 n2 |3 \0 ~" Y7 }1 |& G5 I
4 I" I2 s+ d7 {* w, I //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)) _8 j+ B. L( g1 M! A+ \/ r$ |
D3D9Device->CreateOffscreenPlainSurface(Width, Height, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tmp, NULL);" y2 J4 Z* ?2 O1 j% {
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// 获得BackBuffer的D3D Surface
% E k0 m4 H; F9 I2 L$ V D3D9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back); \# T3 p. L' |$ P7 s
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// Copy一下,,需要时转换颜色格式
# j; [9 f# `0 R. [ }2 I) g D3DXLoadSurfaceFromSurface(tmp, NULL, NULL, back, NULL, NULL, D3DX_FILTER_NONE, 0);
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// 保存成BMP格式
* x/ w. w$ H3 ~/ |! Q7 Q5 j/ r7 x D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, tmp, NULL, NULL);
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// 释放Surface,防止内存泄漏6 i( |4 |1 W+ [1 g& g( T
SAFE_RELEASE(tmp);
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) R( W% j# V: }" I8 L6 u8 k9 \% X5 V文件格式可以为:
% T) y/ W, k# _- l) pD3DXIFF_BMP+ Q3 G2 _ p, E7 I9 k( [& G/ k
Microsoft Windows bitmap (BMP) file format.
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D3DXIFF_JPG
: D. [3 ]# a( v5 n+ V: H3 ^ Joint Photographics Experts Group (JPEG) compressed file format.: Y3 }$ E m, {& j/ _+ y& h1 }% E
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D3DXIFF_PNG
/ U2 N; h; r& P. A3 X, O) W; s Portable Network Graphics (PNG) file format.2 }. U( I; s. U' n. R ^2 S) i
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D3DXIFF_DDS/ v! U+ j5 f- Z* A
Microsoft DirectDraw surface (DDS) file format.
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D3DXIFF_DIB
+ k5 F+ f: {6 _- ?0 U5 ?5 i Windows device-independent bitmap (DIB) file format.
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D3DXIFF_HDR! n3 N5 R" k9 n3 I4 Q
High dynamic range file format.
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% Z' `( d0 F( r* mD3DXIFF_PFM5 s9 `" x9 P: j7 ?- o
Portable float map file format. |
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