将Windows截图捕获位图渲染为DirectX纹理
我正在开发一个’3d桌面’directx应用程序,它需要在directx(11)的矩形表面上显示桌面窗口的当前内容(例如“计算器”)作为2D纹理.我太近了,但真的很难用屏幕截图BMP – > Texture2D步骤.我确实有截图 – > HBITMAP和DDSFile->渲染纹理成功工作但无法完成屏幕截图 – >渲染纹理.
到目前为止,我已经将’抓住窗口作为截图’工作了: RECT user_window_rectangle; HWND user_window = FindWindow(NULL,TEXT("Calculator")); GetClientRect(user_window,&user_window_rectangle); HDC hdcScreen = GetDC(NULL); HDC hdc = CreateCompatibleDC(hdcScreen); UINT screenshot_width = user_window_rectangle.right - user_window_rectangle.left; UINT screenshot_height = user_window_rectangle.bottom - user_window_rectangle.top; hbmp = CreateCompatibleBitmap(hdcScreen,screenshot_width,screenshot_height); SelectObject(hdc,hbmp); PrintWindow(user_window,hdc,PW_CLIENTONLY); 此时我有HBITMAP hbmp引用的窗口位图. 另外我的代码是将DDS文件渲染为directx / 3d矩形上的纹理: ID3D11Device *dev; ID3D11DeviceContext *dev_context; ... dev_context->PSSetShaderResources(0,1,&shader_resource_view); dev_context->PSSetSamplers(0,&tex_sampler_state); ... DirectX::TexMetadata tex_metadata; DirectX::ScratchImage image; hr = LoadFromDDSFile(L"Earth.dds",DirectX::DDS_FLAGS_NONE,&tex_metadata,image); hr = CreateShaderResourceView(dev,image.GetImages(),image.GetImageCount(),tex_metadata,&shader_resource_view); 像素着色器是: Texture2D ObjTexture SamplerState ObjSamplerState float4 PShader(float4 pos : SV_POSITION,float4 color : COLOR,float2 tex : TEXCOORD) : SV_TARGET { return ObjTexture.Sample( ObjSamplerState,tex ); } samplerstate(默认为线性)是: D3D11_SAMPLER_DESC sampler_desc; ZeroMemory(&sampler_desc,sizeof(sampler_desc)); sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; sampler_desc.MinLOD = 0; sampler_desc.MaxLOD = D3D11_FLOAT32_MAX; hr = dev->CreateSamplerState(&sampler_desc,&tex_sampler_state); 问题:如何将一个等效的LoadFromDDSFile位替换为从Windows屏幕截图中获取HBITMAP并在显卡上以ObjTexture结束? 下面是我从屏幕截图HBITMAP hbmp桥接到着色器资源screenshot_texture的最佳镜头,但是它给出了图形驱动程序的内存访问冲突(我认为由于我的“data.pSysmem =& bmp.bmBits”,但不知道真): GetObject(hbmp,sizeof(BITMAP),(LPSTR)&bmp) D3D11_TEXTURE2D_DESC screenshot_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM,bmp.bmWidth,bmp.bmHeight,D3D11_BIND_SHADER_RESOURCE ); int bytes_per_pixel = 4; D3D11_SUBRESOURCE_DATA data; ZeroMemory(&data,sizeof(D3D11_SUBRESOURCE_DATA)); data.pSysMem = &bmp.bmBits; //pixel buffer data.SysMemPitch = bytes_per_pixel * bmp.bmWidth;// line size in byte data.SysMemSlicePitch = bytes_per_pixel * bmp.bmWidth * bmp.bmHeight;// total buffer size in byte hr = dev->CreateTexture2D( &screenshot_desc,//texture format &data,// pixel buffer use to fill the texture &screenshot_texture // created texture ); :::::::::::::::::::::::::解:::::::::::::::::::::::: :::::::::::::::::: 主要问题是尝试直接使用& bmp.bmBits作为像素缓冲区导致图形驱动程序内存冲突 – 这通过使用’malloc’来分配适当大小的内存块来存储像素数据来解决.感谢Chuck Walbourn帮助我在黑暗中探索如何实际存储像素数据(默认情况下它实际上是32位/像素).仍然有可能/可能有些代码依靠运气来正确读取像素数据,但是它已经通过Chuck的输入进行了改进. 我的基本技术是; > FindWindow在桌面上获取客户端窗口 因此,使用代码截取Windows桌面窗口并将其作为纹理传递给direct3d应用程序是: RECT user_window_rectangle; HWND user_window = FindWindow(NULL,TEXT("Calculator")); //the window can't be min if (user_window == NULL) { MessageBoxA(NULL,"Can't find Calculator","Camvas",MB_OK); return; } GetClientRect(user_window,&user_window_rectangle); //create HDC hdcScreen = GetDC(NULL); HDC hdc = CreateCompatibleDC(hdcScreen); UINT screenshot_width = user_window_rectangle.right - user_window_rectangle.left; UINT screenshot_height = user_window_rectangle.bottom - user_window_rectangle.top; hbmp = CreateCompatibleBitmap(hdcScreen,screenshot_height); SelectObject(hdc,hbmp); //Print to memory hdc PrintWindow(user_window,PW_CLIENTONLY); BITMAPINFOHEADER bmih; ZeroMemory(&bmih,sizeof(BITMAPINFOHEADER)); bmih.biSize = sizeof(BITMAPINFOHEADER); bmih.biPlanes = 1; bmih.biBitCount = 32; bmih.biWidth = screenshot_width; bmih.biHeight = 0-screenshot_height; bmih.biCompression = BI_RGB; bmih.biSizeImage = 0; int bytes_per_pixel = bmih.biBitCount / 8; BYTE *pixels = (BYTE*)malloc(bytes_per_pixel * screenshot_width * screenshot_height); BITMAPINFO bmi = { 0 }; bmi.bmiHeader = bmih; int row_count = GetDIBits(hdc,hbmp,screenshot_height,pixels,&bmi,DIB_RGB_COLORS); D3D11_TEXTURE2D_DESC screenshot_desc = CD3D11_TEXTURE2D_DESC( DXGI_FORMAT_B8G8R8A8_UNORM,// format screenshot_width,// width screenshot_height,// height 1,// arraySize 1,// mipLevels D3D11_BIND_SHADER_RESOURCE,// bindFlags D3D11_USAGE_DYNAMIC,// usage D3D11_CPU_ACCESS_WRITE,// cpuaccessFlags 1,// sampleCount 0,// sampleQuality 0 // miscFlags ); D3D11_SUBRESOURCE_DATA data; ZeroMemory(&data,sizeof(D3D11_SUBRESOURCE_DATA)); data.pSysMem = pixels; // texArray; // &bmp.bmBits; //pixel buffer data.SysMemPitch = bytes_per_pixel * screenshot_width;// line size in byte data.SysMemSlicePitch = bytes_per_pixel * screenshot_width * screenshot_height; hr = dev->CreateTexture2D( &screenshot_desc,// pixel buffer use to fill the texture &screenshot_texture // created texture ); D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; srvDesc.Format = screenshot_desc.Format; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Texture2D.MostDetailedMip = screenshot_desc.MipLevels; dev->CreateShaderResourceView(screenshot_texture,NULL,&shader_resource_view); 解决方法
主要问题是尝试直接使用& bmp.bmBits作为像素缓冲区导致图形驱动程序内存冲突 – 这通过使用’malloc’来分配适当大小的内存块来存储像素数据来解决.感谢Chuck Walbourn帮助我在黑暗中探索如何实际存储像素数据(默认情况下它实际上是32位/像素).仍然有可能/可能有些代码依靠运气来正确读取像素数据,但是它已经通过Chuck的输入进行了改进.
我的基本技术是; > FindWindow在桌面上获取客户端窗口 因此,&shader_resource_view); (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |
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