DirectX Partial Screen Capture

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一生所求
一生所求 2021-01-29 03:00

I am trying to create a program that will capture a full screen directx application, look for a specific set of pixels on the screen and if it finds it then draw an image on the

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  • 2021-01-29 03:37

    Here is a modified version of the original code that only captures a portion of the screen into a buffer, and also gives back the stride. Then it browses all the pixels, dumps their colors as a sample usage of the returned buffer.

    In this sample, the buffer is allocated by the function, so you must free it once you've used it:

    // sample usage
    int main()
    {
      LONG left = 10;
      LONG top = 10;
      LONG width = 100;
      LONG height = 100;
      LPBYTE buffer;
      UINT stride;
      RECT rc = { left, top, left + width, top + height };
      Direct3D9TakeScreenshot(D3DADAPTER_DEFAULT, &buffer, &stride, &rc);
    
      // In 32bppPBGRA format, each pixel is represented by 4 bytes
      // with one byte each for blue, green, red, and the alpha channel, in that order.
      // But don't forget this is all modulo endianness ...
      // So, on Intel architecture, if we read a pixel from memory
      // as a DWORD, it's reversed (ARGB). The macros below handle that.
    
      // browse every pixel by line
      for (int h = 0; h < height; h++)
      {
        LPDWORD pixels = (LPDWORD)(buffer + h * stride);
        for (int w = 0; w < width; w++)
        {
          DWORD pixel = pixels[w];
          wprintf(L"#%02X#%02X#%02X#%02X\n", GetBGRAPixelAlpha(pixel), GetBGRAPixelRed(pixel), GetBGRAPixelGreen(pixel), GetBGRAPixelBlue(pixel));
        }
      }
    
      // get pixel at 50, 50 in the buffer, as #ARGB
      DWORD pixel = GetBGRAPixel(buffer, stride, 50, 50);
      wprintf(L"#%02X#%02X#%02X#%02X\n", GetBGRAPixelAlpha(pixel), GetBGRAPixelRed(pixel), GetBGRAPixelGreen(pixel), GetBGRAPixelBlue(pixel));
    
      SavePixelsToFile32bppPBGRA(width, height, stride, buffer, L"test.png", GUID_ContainerFormatPng);
      LocalFree(buffer);
      return 0;;
    }
    
    #define GetBGRAPixelBlue(p)         (LOBYTE(p))
    #define GetBGRAPixelGreen(p)        (HIBYTE(p))
    #define GetBGRAPixelRed(p)          (LOBYTE(HIWORD(p)))
    #define GetBGRAPixelAlpha(p)        (HIBYTE(HIWORD(p)))
    #define GetBGRAPixel(b,s,x,y)       (((LPDWORD)(((LPBYTE)b) + y * s))[x])
    
    int main()
    
    HRESULT Direct3D9TakeScreenshot(UINT adapter, LPBYTE *pBuffer, UINT *pStride, const RECT *pInputRc = nullptr)
    {
      if (!pBuffer || !pStride) return E_INVALIDARG;
    
      HRESULT hr = S_OK;
      IDirect3D9 *d3d = nullptr;
      IDirect3DDevice9 *device = nullptr;
      IDirect3DSurface9 *surface = nullptr;
      D3DPRESENT_PARAMETERS parameters = { 0 };
      D3DDISPLAYMODE mode;
      D3DLOCKED_RECT rc;
    
      *pBuffer = NULL;
      *pStride = 0;
    
      // init D3D and get screen size
      d3d = Direct3DCreate9(D3D_SDK_VERSION);
      HRCHECK(d3d->GetAdapterDisplayMode(adapter, &mode));
    
      LONG width = pInputRc ? (pInputRc->right - pInputRc->left) : mode.Width;
      LONG height = pInputRc ? (pInputRc->bottom - pInputRc->top) : mode.Height;
    
      parameters.Windowed = TRUE;
      parameters.BackBufferCount = 1;
      parameters.BackBufferHeight = height;
      parameters.BackBufferWidth = width;
      parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
      parameters.hDeviceWindow = NULL;
    
      // create device & capture surface (note it needs desktop size, not our capture size)
      HRCHECK(d3d->CreateDevice(adapter, D3DDEVTYPE_HAL, NULL, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &parameters, &device));
      HRCHECK(device->CreateOffscreenPlainSurface(mode.Width, mode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, nullptr));
    
      // get pitch/stride to compute the required buffer size
      HRCHECK(surface->LockRect(&rc, pInputRc, 0));
      *pStride = rc.Pitch;
      HRCHECK(surface->UnlockRect());
    
      // allocate buffer
      *pBuffer = (LPBYTE)LocalAlloc(0, *pStride * height);
      if (!*pBuffer)
      {
        hr = E_OUTOFMEMORY;
        goto cleanup;
      }
    
      // get the data
      HRCHECK(device->GetFrontBufferData(0, surface));
    
      // copy it into our buffer
      HRCHECK(surface->LockRect(&rc, pInputRc, 0));
      CopyMemory(*pBuffer, rc.pBits, rc.Pitch * height);
      HRCHECK(surface->UnlockRect());
    
    cleanup:
      if (FAILED(hr))
      {
        if (*pBuffer)
        {
          LocalFree(*pBuffer);
          *pBuffer = NULL;
        }
        *pStride = 0;
      }
      RELEASE(surface);
      RELEASE(device);
      RELEASE(d3d);
      return hr;
    }
    
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