【发布时间】:2017-10-09 05:27:43
【问题描述】:
我正在尝试编写一个 Windows C++ 程序,该程序将尝试从屏幕上当前显示的内容中挑选出感兴趣的颜色。
我尝试了以下 GDI、Direct3D9 和 Direct3D11 DXGI 示例,它们所有似乎都仅用于捕获 Windows 桌面和/或我自己的应用程序的自己的输出。当我启动全屏 Direct3D 游戏时,我似乎最终会得到一些空白像素数据。
必须可以做到这一点,否则 OBS Studio、FRAPS 等将无法像它们那样透明地工作。
我知道我可以尝试对 OBS Studio 进行逆向工程,但有没有人有更简洁的 C++ 解决方案来捕获任意 Windows 应用程序的视频输出作为某种像素缓冲区?
编辑:我还应该提到,捕获常规桌面窗口似乎有效。全屏游戏给我带来了麻烦。
编辑:评论者请求了我的 GDI 代码。这是我的 GDI 和 D3D9 代码。如您所见,我根据发现的相互冲突的示例尝试了一些变体:
std::wstring GetScreenColor(COLORREF& colorRef)
{
std::wstring retVal;
//const int desktopWidth(GetDeviceCaps(desktopHdc, HORZRES));
//const int desktopHeight(GetDeviceCaps(desktopHdc, VERTRES));
// const int desktopWidth(GetSystemMetrics(SM_CXVIRTUALSCREEN));
// const int desktopHeight(GetSystemMetrics(SM_CYVIRTUALSCREEN));
const int desktopWidth(GetSystemMetrics(SM_CXSCREEN));
const int desktopHeight(GetSystemMetrics(SM_CYSCREEN));
HWND desktopHwnd(GetDesktopWindow());
// HDC desktopHdc(GetDC(NULL));
HDC desktopHdc(GetDC(desktopHwnd));
HDC myHdc(CreateCompatibleDC(desktopHdc));
const HBITMAP desktopBitmap(CreateCompatibleBitmap(desktopHdc, desktopWidth, desktopHeight));
SelectObject(myHdc, desktopBitmap);
// BitBlt(myHdc, 0, 0, desktopWidth, desktopHeight, desktopHdc, 0, 0, SRCCOPY);
BitBlt(myHdc, 0, 0, desktopWidth, desktopHeight, desktopHdc, 0, 0, SRCCOPY | CAPTUREBLT);
//SelectObject(myHdc, hOld);
ReleaseDC(NULL, desktopHdc);
BITMAPINFO bitmapInfo = { 0 };
bitmapInfo.bmiHeader.biSize = sizeof(bitmapInfo.bmiHeader);
bitmapInfo.bmiHeader.biWidth = desktopWidth;
bitmapInfo.bmiHeader.biHeight = -desktopHeight;
bitmapInfo.bmiHeader.biPlanes = 1;
bitmapInfo.bmiHeader.biBitCount = 24;
bitmapInfo.bmiHeader.biCompression = BI_RGB;
bitmapInfo.bmiHeader.biSizeImage = 0;
// TODO: use a persistent buffer?
const unsigned long numPixels(desktopHeight * desktopWidth);
ColorBGRS* rawPixels(new ColorBGRS[numPixels]);
if (!GetDIBits(myHdc, desktopBitmap, 0, desktopHeight, rawPixels, &bitmapInfo, DIB_RGB_COLORS))
{
delete[] rawPixels;
ReleaseDC(desktopHwnd, desktopHdc);
DeleteDC(myHdc);
DeleteObject(desktopBitmap);
return L"GetDIBits() failed";
}
unsigned long redSum(0);
unsigned long greenSum(0);
unsigned long blueSum(0);
for (unsigned long index(0); index < numPixels; ++index)
{
blueSum += rawPixels[index].blue;
greenSum += rawPixels[index].green;
redSum += rawPixels[index].red;
}
const unsigned long redAverage(redSum / numPixels);
const unsigned long blueAverage(blueSum / numPixels);
const unsigned long greenAverage(greenSum / numPixels);
colorRef = RGB(redAverage, greenAverage, blueAverage);
delete[] rawPixels;
ReleaseDC(desktopHwnd, desktopHdc);
DeleteDC(myHdc);
DeleteObject(desktopBitmap);
return std::wstring();
}
std::wstring GetScreenColor2(COLORREF& colorRef)
{
IDirect3D9* d3d9(Direct3DCreate9(D3D_SDK_VERSION));
if (!d3d9)
{
d3d9->Release();
return L"Direct3DCreate9() failed";
}
D3DDISPLAYMODE d3dDisplayMode;
if (FAILED(d3d9->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3dDisplayMode)))
{
return L"GetAdapterDisplayMode() failed";
}
D3DPRESENT_PARAMETERS d3dPresentParams;
ZeroMemory(&d3dPresentParams, sizeof(D3DPRESENT_PARAMETERS));
d3dPresentParams.Windowed = TRUE;
d3dPresentParams.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
d3dPresentParams.BackBufferFormat = d3dDisplayMode.Format;
d3dPresentParams.BackBufferCount = 1;
d3dPresentParams.BackBufferHeight = d3dDisplayMode.Height;
d3dPresentParams.BackBufferWidth = d3dDisplayMode.Width;
d3dPresentParams.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dPresentParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
//d3dPresentParams.SwapEffect = D3DSWAPEFFECT_COPY;
d3dPresentParams.hDeviceWindow = NULL; //hWnd;
d3dPresentParams.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
d3dPresentParams.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
IDirect3DDevice9* d3d9Device(0);
if (FAILED(d3d9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3dPresentParams.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dPresentParams, &d3d9Device)))
{
d3d9->Release();
return L"CreateDevice() failed";
}
IDirect3DSurface9* d3d9Surface(0);
// if (FAILED(d3d9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &d3d9Surface))) return L"GetBackBuffer() failed";
if (FAILED(d3d9Device->CreateOffscreenPlainSurface(d3dDisplayMode.Width, d3dDisplayMode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &d3d9Surface, NULL)))
// if (FAILED(d3d9Device->CreateOffscreenPlainSurface(d3dDisplayMode.Width, d3dDisplayMode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &d3d9Surface, NULL)))
{
d3d9Device->Release();
d3d9->Release();
return L"CreateOffscreenPlainSurface() failed";
}
if (FAILED(d3d9Device->GetFrontBufferData(0, d3d9Surface)))
{
d3d9Surface->Release();
d3d9Device->Release();
d3d9->Release();
return L"GetFrontBufferData() failed";
}
D3DLOCKED_RECT d3dLockedRect;
if (FAILED(d3d9Surface->LockRect(&d3dLockedRect, 0, D3DLOCK_NO_DIRTY_UPDATE |
D3DLOCK_NOSYSLOCK |
D3DLOCK_READONLY)))
{
d3d9Surface->UnlockRect();
d3d9Surface->Release();
d3d9Device->Release();
d3d9->Release();
return L"LockRect() failed";
}
const unsigned long numPixels(d3dDisplayMode.Height * d3dDisplayMode.Width);
BYTE* rawPixels((BYTE*)(d3dLockedRect.pBits));
colorRef = RGB(*(rawPixels + 2), *(rawPixels + 1), *(rawPixels));
d3d9Surface->UnlockRect();
d3d9Surface->Release();
d3d9Device->Release();
d3d9->Release();
return std::wstring();
}
【问题讨论】:
-
您能否举例说明您是如何使用 GDI 进行尝试的?如果我没记错的话,好像你没有传递正确的窗口句柄,桌面是默认的~ null
-
尤其是当涉及到诸如 DirectX 或 OpenGL 之类的东西时,它们往往有更直接的路由到视频硬件以获得更好的性能,这就是为什么在高级别捕获时会得到黑色数据的原因(像 GDI),因此捕获它们通常需要使用自定义的低级视频驱动程序,以便它们将输出发送到。
标签: c++ windows capture direct3d screen-capture