我一直致力于访问游戏的像素颜色,但收效甚微。我已经研究并尝试了几种方法,包括BitBlt,SharpDX库,桌面复制(由于Windows 8限制而无法使用)和GetPixel()(这已经奏效,但它太慢而无法使用)。
由于游戏的叠加(我可能还没有找到合适的SharpDX / D3D功能),这些(GetPixel()除外)都不起作用。
我已经研究过镜像驱动程序,但是我找不到足够的文档来使用它们,或者知道它们是否可行。
有没有办法访问DirectX游戏Overlay的像素?
答案 0 :(得分:1)
由于direct-x游戏通常是双缓冲的,因此GetPixel或Bitblt有50%的可能性。如果你真的需要来自游戏的实时像素,你可以用dll / detour挂钩并通过sharedmemory或某种形式的进程间通信将像素提供给您想要的任何应用程序。
作为旁注,由于您说GetPixel适合您,您可以尝试以下方法来抓取指定窗口的屏幕截图并保存它。您需要链接到gdi32和gdiplus
#include <windows.h>
#include <iostream>
#include <fstream>
typedef struct
{
HBITMAP hBmp;
int Width, Height;
unsigned int* Pixels;
unsigned short BitsPerPixel;
} BmpData;
bool ScreenShot(BmpData &Data, HDC DC)
{
bool Result = false;
memset(&Data, 0, sizeof(Data));
HDC hdcMem = CreateCompatibleDC(DC);
Data.Width = GetDeviceCaps(DC, HORZRES);
Data.Height = GetDeviceCaps(DC, VERTRES);
unsigned char* Pixels = NULL;
unsigned short BitsPerPixel = 32;
BITMAPINFO Info = {{sizeof(BITMAPINFOHEADER), Data.Width, -Data.Height, 1, BitsPerPixel, BI_RGB, 0, 0, 0, 0, 0}};
Data.hBmp = CreateDIBSection(DC, &Info, DIB_RGB_COLORS, reinterpret_cast<void**>(&Pixels), NULL, 0);
if(Data.hBmp)
{
HBITMAP hOld = reinterpret_cast<HBITMAP>(SelectObject(hdcMem, Data.hBmp));
BitBlt(hdcMem, 0, 0, Data.Width, Data.Height, DC, 0, 0, SRCCOPY);
SelectObject(hdcMem, hOld);
Data.Height *= -1;
Data.BitsPerPixel = BitsPerPixel;
Data.Pixels = reinterpret_cast<unsigned int*>(Pixels);
Result = true;
}
DeleteDC(hdcMem);
return Result;
}
/*Portable way to save a bitmap =)*/
void SaveBitmap(const char* FilePath, const BmpData &Data)
{
std::fstream hFile(FilePath, std::ios::out | std::ios::binary);
if (!hFile.is_open())
{
printf("%s", "Error. Cannot Create Bitmap.");
return;
}
unsigned int Trash = 0;
unsigned short Planes = 1;
unsigned int biSize = 40;
unsigned short Type = 0x4D42;
unsigned int compression = 0;
unsigned int PixelsOffsetBits = 54;
int Width = Data.Width;
int Height = -Data.Height;
unsigned short BitsPerPixel = Data.BitsPerPixel;
unsigned int size = ((Width * BitsPerPixel + 31) / 32) * 4 * Height;
unsigned int bfSize = 54 + size;
Height *= -1;
hFile.write(reinterpret_cast<char*>(&Type), sizeof(Type));
hFile.write(reinterpret_cast<char*>(&bfSize), sizeof(bfSize));
hFile.write(reinterpret_cast<char*>(&Trash), sizeof(unsigned int));
hFile.write(reinterpret_cast<char*>(&PixelsOffsetBits), sizeof(PixelsOffsetBits));
hFile.write(reinterpret_cast<char*>(&biSize), sizeof(biSize));
hFile.write(reinterpret_cast<char*>(&Width), sizeof(Width));
hFile.write(reinterpret_cast<char*>(&Height), sizeof(Height));
hFile.write(reinterpret_cast<char*>(&Planes), sizeof(Planes));
hFile.write(reinterpret_cast<char*>(&BitsPerPixel), sizeof(BitsPerPixel));
hFile.write(reinterpret_cast<char*>(&compression), sizeof(compression));
hFile.write(reinterpret_cast<char*>(&size), sizeof(size));
hFile.write(reinterpret_cast<char*>(&Trash), sizeof(unsigned int));
hFile.write(reinterpret_cast<char*>(&Trash), sizeof(unsigned int));
hFile.write(reinterpret_cast<char*>(&Trash), sizeof(unsigned int));
hFile.write(reinterpret_cast<char*>(&Trash), sizeof(unsigned int));
hFile.write(reinterpret_cast<char*>(Data.Pixels), size);
hFile.close();
}
int main()
{
HWND MyWindow = nullptr; //Handle to the window that you want to screenshot..
BmpData data;
HDC Screen = GetDC(MyWindow); //Get a DC..
ScreenShot(data, Screen);
SaveBitmap("C:/Users/Brandon/desktop/Foo.bmp", data);
DeleteDC(Screen);
DeleteObject(data.hBmp);
}