前腐后继 发表于 2006-12-8 19:54:00

D3D中简单的截图方法

<strong><br/><br/></strong>在渲染完所有东东后(Present之前) <p></p><p>获得BackBuffer表面</p><p>然后用D3DX的函数保存</p><p>void&nbsp;ScreenShot&nbsp;(char&nbsp;*filename)<br/>{<br/>&nbsp;&nbsp;IDirect3DSurface9 *tmp&nbsp;=&nbsp;NULL;<br/>&nbsp;&nbsp;IDirect3DSurface9 *back&nbsp;=&nbsp;NULL;</p><p>&nbsp;&nbsp;//生成固定颜色模式的离屏表面(Width和&nbsp;Height为屏幕或窗口的宽高)<br/>&nbsp;&nbsp;D3D9Device-&gt;CreateOffscreenPlainSurface(Width,&nbsp;Height,&nbsp;D3DFMT_A8R8G8B8,&nbsp;D3DPOOL_DEFAULT,&nbsp;&amp;tmp,&nbsp;NULL);</p><p>&nbsp;&nbsp;//&nbsp;获得BackBuffer的D3D&nbsp;Surface<br/>&nbsp;&nbsp;D3D9Device-&gt;GetBackBuffer(0,&nbsp;0,&nbsp;D3DBACKBUFFER_TYPE_MONO,&nbsp;&amp;back);</p><p>&nbsp;&nbsp;//&nbsp;Copy一下,,需要时转换颜色格式<br/>&nbsp;&nbsp;D3DXLoadSurfaceFromSurface(tmp,&nbsp;NULL,&nbsp;NULL,&nbsp;back,&nbsp;NULL,&nbsp;NULL,&nbsp;D3DX_FILTER_NONE,&nbsp;0);</p><p>&nbsp;&nbsp;//&nbsp;保存成BMP格式<br/>&nbsp;&nbsp;D3DXSaveSurfaceToFile(filename,&nbsp;D3DXIFF_BMP,&nbsp;tmp,&nbsp;NULL,&nbsp;NULL);</p><p>&nbsp;&nbsp;//&nbsp;释放Surface,防止内存泄漏<br/>&nbsp;&nbsp;SAFE_RELEASE(tmp);<br/>&nbsp;&nbsp;SAFE_RELEASE(back);<br/>}</p><p>文件格式可以为:<br/>D3DXIFF_BMP<br/>&nbsp;&nbsp;&nbsp;&nbsp;Microsoft&nbsp;Windows&nbsp;bitmap&nbsp;(BMP)&nbsp;file&nbsp;format.</p><p>D3DXIFF_JPG<br/>&nbsp;&nbsp;&nbsp;&nbsp;Joint&nbsp;Photographics&nbsp;Experts&nbsp;Group&nbsp;(JPEG)&nbsp;compressed&nbsp;file&nbsp;format.</p><p>D3DXIFF_PNG<br/>&nbsp;&nbsp;&nbsp;&nbsp;Portable&nbsp;Network&nbsp;Graphics&nbsp;(PNG)&nbsp;file&nbsp;format.</p><p>D3DXIFF_DDS<br/>&nbsp;&nbsp;&nbsp;&nbsp;Microsoft&nbsp;DirectDraw&nbsp;surface&nbsp;(DDS)&nbsp;file&nbsp;format.</p><p>D3DXIFF_DIB<br/>&nbsp;&nbsp;&nbsp;&nbsp;Windows&nbsp;device-independent&nbsp;bitmap&nbsp;(DIB)&nbsp;file&nbsp;format.</p><p>D3DXIFF_HDR<br/>&nbsp;&nbsp;&nbsp;&nbsp;High&nbsp;dynamic&nbsp;range&nbsp;file&nbsp;format.</p><p>D3DXIFF_PFM<br/>&nbsp;&nbsp;&nbsp;&nbsp;Portable&nbsp;float&nbsp;map&nbsp;file&nbsp;format.<br/></p>

lcm2006 发表于 2006-12-8 20:50:00

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