【问题标题】:How can I capture layered windows with DirectX?如何使用 DirectX 捕获分层窗口?
【发布时间】:2014-04-29 11:01:52
【问题描述】:

我正在使用 DirectX 开发屏幕捕获应用程序,该应用程序适用于大多数情况,但屏幕具有分层窗口时除外,它会被 DirectX 捕获忽略。

我知道使用 GDI 我可以使用 CAPTUREBLT 标志来捕获这些窗口,但我不知道如何使用 DirectX 来做到这一点,所以我的问题是:

使用 DirectX,我如何捕获分层窗口?

我的代码:

LPDIRECT3D9 d3d9;
LPDIRECT3DDEVICE9 d3ddev;
IDirect3DSurface9* dest;

void Init()
{
    CoInitialize(NULL);

    d3d9 = Direct3DCreate9(D3D_SDK_VERSION);

    ww = GetSystemMetrics(SM_CXSCREEN);
    wh = GetSystemMetrics(SM_CYSCREEN);

    HWND hwnd = GetDesktopWindow();
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
    d3dpp.BackBufferCount = 1;
    d3dpp.BackBufferWidth = ww;
    d3dpp.BackBufferHeight = wh;
    d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
    d3dpp.MultiSampleQuality = 0;
    d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
    d3dpp.hDeviceWindow = hwnd;
    d3dpp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
    d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
    d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;

    d3d9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev);

    d3ddev->CreateOffscreenPlainSurface(ww, wh, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &dest, NULL);
}


void Screenshot()
{
    d3ddev->GetFrontBufferData(0, dest);

    D3DLOCKED_RECT rect;
    ZeroMemory(&rect, sizeof(D3DLOCKED_RECT));
    dest->LockRect(&rect, NULL, D3DLOCK_READONLY);
    uchar *bits = (uchar*)rect.pBits;
    dest->UnlockRect();

    //Use bits
}

void End()
{
    dest->Release();
    d3ddev->Release();
    d3d9->Release();

    CoUninitialize();
}

【问题讨论】:

  • 为什么说图层窗口?覆盖表面?
  • 当我提到分层窗口时,我指的是这个答案:stackoverflow.com/a/1194281/2014561,它可以在不忽略任何窗口的情况下捕获屏幕,但它是一种捕获屏幕的 GDI 方式。我不确定它是否是覆盖面。

标签: c++ directx screen-capture


【解决方案1】:

我使用 Direct-X 捕获屏幕:

HRESULT dxReadPixels(IDirect3DDevice9* Device, void* Buffer, HDC& DC, int& Width, int& Height, D3DFORMAT Format)
{
    IDirect3DSurface9* RenderTarget = nullptr;
    IDirect3DSurface9* DestTarget = nullptr;
    HRESULT result = Device->GetRenderTarget(0, &RenderTarget);

    if (result == S_OK)
    {
        if (Width == 0 || Height == 0 || Format == D3DFMT_UNKNOWN)
        {
            D3DSURFACE_DESC descriptor = {};
            RenderTarget->GetDesc(&descriptor);
            Width = descriptor.Width;
            Height = descriptor.Height;
            Format = descriptor.Format;
        }

        if (Buffer)
        {
            RenderTarget->GetDC(&DC);
            result = Device->CreateOffscreenPlainSurface(Width, Height, Format, D3DPOOL_SYSTEMMEM, &DestTarget, nullptr);
            result = Device->GetRenderTargetData(RenderTarget, DestTarget);

            D3DLOCKED_RECT rect;
            DestTarget->LockRect(&rect, 0, D3DLOCK_READONLY);
            memcpy(Buffer, rect.pBits, Width * Height * 4);
            DestTarget->UnlockRect();
        }
    }

    SafeRelease(RenderTarget);
    SafeRelease(DestTarget);
    return result;
}

不确定有什么方法可以让它更快或任何东西,但它工作得相当好..

【讨论】:

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