我正在开发一个3D桌面' directx app需要在directx(11)的矩形表面上显示桌面窗口的当前内容(例如" Calculator")作为2D纹理。我很近,但真的很难用屏幕截图BMP - > Texture2D步骤。我做有截图 - > HBITMAP和DDSFile->渲染纹理成功运行,但无法完成屏幕截图 - >渲染纹理。
到目前为止,我已经将“抓取窗口”视为截图'位:
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。
同样有效的是我的代码将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, 1, &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屏幕截图中取出HBITMAP并在显卡上以ObjTexture结束?
以下是我从屏幕截图HBITMAP hbmp桥接到着色器资源screenshot_texture的最佳镜头,但它从图形驱动程序中提供了内存访问冲突(我认为由于我的" data.pSysmem =& bmp。 bmBits",但不知道真的):
GetObject(hbmp, sizeof(BITMAP), (LPSTR)&bmp)
D3D11_TEXTURE2D_DESC screenshot_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, bmp.bmWidth, bmp.bmHeight, 1,
1,
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
);
::::::::::::::::::::::::: SOLUTION :::::::::::::::::: ::::::::::::::::::::::::
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'分配适当大小的存储器块来存储像素数据。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)。仍有可能/可能有些代码依靠运气来正确读取像素数据,但它已经通过Chuck的输入得到了改进。
我的基本技术是;
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:
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_width, screenshot_height);
SelectObject(hdc, hbmp);
//Print to memory hdc
PrintWindow(user_window, hdc, 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, 0, 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, //texture format
&data, // 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);
答案 0 :(得分:1)
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 - 这是通过使用'malloc'分配适当大小的内存块来存储像素数据来解决的。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Chuck的输入已经改进了。
我的基本技术是;
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:
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_width, screenshot_height);
SelectObject(hdc, hbmp);
//Print to memory hdc
PrintWindow(user_window, hdc, 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, 0, 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, //texture format
&data, // 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);
答案 1 :(得分:0)
你在这里做了很多假设,BITMAP返回的实际上是32位RGBA形式。它可能根本不是那种格式,并且在任何情况下,如果假设每个像素为4个字节,则需要验证bmPlanes
的内容为1和bmBitsPixel
为32。您应该阅读有关BMP格式的更多信息。
BMP使用BGRA订单,因此DXGI_FORMAT_B8G8R8A8_UNORM
为bmBitsPixel
时,您可以使用bmWidthBytes
。
其次,您需要从bmWidth
而不是data.pSysMem = &bmp.bmBits; //pixel buffer
data.SysMemPitch = bmp.bmWidthBytes;// line size in byte
data.SysMemSlicePitch = bmp.bmWidthBytes * bmp.bmHeight;// total buffer size in byte
派生音高。
bmBitsPixel
如果DXGI_FORMAT_B8G8R8X8_UNORM
为24,则没有与之相当的DXGI格式。您必须将数据复制为32位格式,例如bmBitsPixel
。
如果DXGI_FORMAT_B5G5R5A1_UNORM
为15或16,则可以在具有Direct3D 11.1的系统上使用bmBitsPixel
,但请记住,根据驱动程序,并不总是支持16位DXGI格式。否则,您必须将此数据转换为其他内容。
对于{{1}}值1,2,4或8,您必须转换它们,因为没有相同的DXGI纹理格式。