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c++ - 使用 DirectX 捕获屏幕

转载 作者:可可西里 更新时间:2023-11-01 14:56:48 24 4
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我知道如何使用 GDI 来捕获屏幕,但是它非常慢(它几乎不能捕获 10 fps)

我读到 DirectX 提供了最好的速度。但在我开始学习 DirectX 之前,我想测试一个示例,看看它是否真的那么快。

我找到了这个question提供了一个示例代码来做到这一点:

void dump_buffer()
{
IDirect3DSurface9* pRenderTarget=NULL;
IDirect3DSurface9* pDestTarget=NULL;
const char file[] = "Pickture.bmp";
// sanity checks.
if (Device == NULL)
return;

// get the render target surface.
HRESULT hr = Device->GetRenderTarget(0, &pRenderTarget);
// get the current adapter display mode.
//hr = pDirect3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&d3ddisplaymode);

// create a destination surface.
hr = Device->CreateOffscreenPlainSurface(DisplayMde.Width,
DisplayMde.Height,
DisplayMde.Format,
D3DPOOL_SYSTEMMEM,
&pDestTarget,
NULL);
//copy the render target to the destination surface.
hr = Device->GetRenderTargetData(pRenderTarget, pDestTarget);
//save its contents to a bitmap file.
hr = D3DXSaveSurfaceToFile(file,
D3DXIFF_BMP,
pDestTarget,
NULL,
NULL);

// clean up.
pRenderTarget->Release();
pDestTarget->Release();
}

我已尝试包含所需的文件。然而,并非所有这些都可以包括在内(例如 #include <D3dx9tex.h> )。

任何人都可以提供一个包含所有必需包含的工作示例或指出我应该安装哪些库。

我在 Windows 7 Ultimate (x64) 上使用 Visual C++ 2010 Express。


编辑:

此外,这段代码并不完整,例如 Device 是什么?标识符?!

最佳答案

以下是使用 DirectX 9 捕获屏幕的一些示例代码。您不必安装任何 SDK(Visual Studio 附带的标准文件除外,尽管我没有测试 VS 2010)。

只需创建一个简单的 Win32 控制台应用程序,在 stdafx.h 文件中添加以下内容:

  #include <Wincodec.h>             // we use WIC for saving images
#include <d3d9.h> // DirectX 9 header
#pragma comment(lib, "d3d9.lib") // link to DirectX 9 library

这是示例主要实现

  int _tmain(int argc, _TCHAR* argv[])
{
HRESULT hr = Direct3D9TakeScreenshots(D3DADAPTER_DEFAULT, 10);
return 0;
}

这将做的是捕获 10 倍的屏幕,并将“cap%i.png”图像保存在磁盘上。它还将显示为此花费的时间(保存图像不计入该时间,仅计入屏幕截图)。在我的(台式机 Windows 8 - Dell Precision M2800/i7-4810MQ-2.80GHz/Intel HD 4600,这是一台非常糟糕的机器......)机器上,它需要在 ~4 秒内捕获 100 个 1920x1080,所以大约 20/25 fps。

  HRESULT Direct3D9TakeScreenshots(UINT adapter, UINT count)
{
HRESULT hr = S_OK;
IDirect3D9 *d3d = nullptr;
IDirect3DDevice9 *device = nullptr;
IDirect3DSurface9 *surface = nullptr;
D3DPRESENT_PARAMETERS parameters = { 0 };
D3DDISPLAYMODE mode;
D3DLOCKED_RECT rc;
UINT pitch;
SYSTEMTIME st;
LPBYTE *shots = nullptr;

// init D3D and get screen size
d3d = Direct3DCreate9(D3D_SDK_VERSION);
HRCHECK(d3d->GetAdapterDisplayMode(adapter, &mode));

parameters.Windowed = TRUE;
parameters.BackBufferCount = 1;
parameters.BackBufferHeight = mode.Height;
parameters.BackBufferWidth = mode.Width;
parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
parameters.hDeviceWindow = NULL;

// create device & capture surface
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));

// compute the required buffer size
HRCHECK(surface->LockRect(&rc, NULL, 0));
pitch = rc.Pitch;
HRCHECK(surface->UnlockRect());

// allocate screenshots buffers
shots = new LPBYTE[count];
for (UINT i = 0; i < count; i++)
{
shots[i] = new BYTE[pitch * mode.Height];
}

GetSystemTime(&st); // measure the time we spend doing <count> captures
wprintf(L"%i:%i:%i.%i\n", st.wHour, st.wMinute, st.wSecond, st.wMilliseconds);
for (UINT i = 0; i < count; i++)
{
// get the data
HRCHECK(device->GetFrontBufferData(0, surface));

// copy it into our buffers
HRCHECK(surface->LockRect(&rc, NULL, 0));
CopyMemory(shots[i], rc.pBits, rc.Pitch * mode.Height);
HRCHECK(surface->UnlockRect());
}
GetSystemTime(&st);
wprintf(L"%i:%i:%i.%i\n", st.wHour, st.wMinute, st.wSecond, st.wMilliseconds);

// save all screenshots
for (UINT i = 0; i < count; i++)
{
WCHAR file[100];
wsprintf(file, L"cap%i.png", i);
HRCHECK(SavePixelsToFile32bppPBGRA(mode.Width, mode.Height, pitch, shots[i], file, GUID_ContainerFormatPng));
}

cleanup:
if (shots != nullptr)
{
for (UINT i = 0; i < count; i++)
{
delete shots[i];
}
delete[] shots;
}
RELEASE(surface);
RELEASE(device);
RELEASE(d3d);
return hr;
}

请注意此代码隐式链接到 WIC (Windows 中包含的图像库已经有一段时间了)保存图像文件(因此您不需要需要安装旧的 DirectX SDK 的著名 D3DXSaveSurfaceToFile):

  HRESULT SavePixelsToFile32bppPBGRA(UINT width, UINT height, UINT stride, LPBYTE pixels, LPWSTR filePath, const GUID &format)
{
if (!filePath || !pixels)
return E_INVALIDARG;

HRESULT hr = S_OK;
IWICImagingFactory *factory = nullptr;
IWICBitmapEncoder *encoder = nullptr;
IWICBitmapFrameEncode *frame = nullptr;
IWICStream *stream = nullptr;
GUID pf = GUID_WICPixelFormat32bppPBGRA;
BOOL coInit = CoInitialize(nullptr);

HRCHECK(CoCreateInstance(CLSID_WICImagingFactory, nullptr, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&factory)));
HRCHECK(factory->CreateStream(&stream));
HRCHECK(stream->InitializeFromFilename(filePath, GENERIC_WRITE));
HRCHECK(factory->CreateEncoder(format, nullptr, &encoder));
HRCHECK(encoder->Initialize(stream, WICBitmapEncoderNoCache));
HRCHECK(encoder->CreateNewFrame(&frame, nullptr)); // we don't use options here
HRCHECK(frame->Initialize(nullptr)); // we dont' use any options here
HRCHECK(frame->SetSize(width, height));
HRCHECK(frame->SetPixelFormat(&pf));
HRCHECK(frame->WritePixels(height, stride, stride * height, pixels));
HRCHECK(frame->Commit());
HRCHECK(encoder->Commit());

cleanup:
RELEASE(stream);
RELEASE(frame);
RELEASE(encoder);
RELEASE(factory);
if (coInit) CoUninitialize();
return hr;
}

还有我使用的一些宏:

  #define WIDEN2(x) L ## x
#define WIDEN(x) WIDEN2(x)
#define __WFILE__ WIDEN(__FILE__)
#define HRCHECK(__expr) {hr=(__expr);if(FAILED(hr)){wprintf(L"FAILURE 0x%08X (%i)\n\tline: %u file: '%s'\n\texpr: '" WIDEN(#__expr) L"'\n",hr, hr, __LINE__,__WFILE__);goto cleanup;}}
#define RELEASE(__p) {if(__p!=nullptr){__p->Release();__p=nullptr;}}

注意:对于 Windows 8+ 客户端,应删除所有这些(WIC 除外)以支持 Desktop Duplication API .

注意:对于 .NET 用户,这里有一个 C# 版本:DirectN

关于c++ - 使用 DirectX 捕获屏幕,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/30021274/

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