在Hook代码中的,我们也许要对前台surface,后台surface的内容进行判断和保存,以下代码可以作为参考。 x( ^ j' ~& ]3 K( }! t
4 B$ U/ ]+ n. }, `
原文7 I5 q# u+ i+ A( Q% r' Q5 c
http://hi.baidu.com/widebright/blog/item/6b3a233f97147eea54e7233f.html
( ^! O }$ e, F# M
2 U6 d! n4 S4 x1 }2 m在VS2003, DirectX9, Windows xp中测试通过,可能需要安装 DirectXSDK才能编译成功的。 5 Q8 z$ b$ ~/ |& c( B
现在前面加上头文件和库, 然后需要截屏的时候,调用capture函数就可以了。 , w: m- X6 W3 G
. H1 W- p7 u# D J+ S7 o
// Direct3D9 includes
7 F! r' T5 j/ ^$ U& f#include <d3d9.h>
! L4 S9 r: q3 `3 w, N#include <d3dx9.h>
5 b: d3 u% }1 `#pragma comment( lib, "d3d9.lib" )
8 M) `* K; d5 Q2 [& v2 N#pragma comment( lib, "d3dx9.lib" ) ; h! J4 o& Z$ F
/ n. S% i( A) U1 d' Hint Capture ()
) @% d+ s6 R4 w |5 J{
" E! n; S; f0 T1 rLPDIRECT3D9 g_pD3D = NULL; & `; S! W9 o2 H
D3DDISPLAYMODE ddm; 4 ^8 s. x* g& k4 }7 B& w
D3DPRESENT_PARAMETERS d3dpp;
5 z7 P# P/ o& [" t' _
( i% X0 N `3 WIDirect3DDevice9 * g_pd3dDevice; 1 U* K' t6 \, W3 ]" n6 Q
IDirect3DSurface9 * pSurface;
' j- s- k8 d) j& D7 j4 p" J# w S: f; j/ a
ZeroMemory(&d3dpp,sizeof(D3DPRESENT_PARAMETERS)); 0 d6 Z2 K) N" g6 L9 ~$ ~# f
ZeroMemory( &d3dpp, sizeof(d3dpp) ); + `$ E8 P$ T% V/ P2 v, w
- U2 {9 ]# Z& k8 P F; N* i, K) r
8 b. l1 Y) ]; _2 g( Pif((g_pD3D=Direct3DCreate9(D3D_SDK_VERSION))==NULL)
8 l+ \6 L6 S- R. H# _9 X{
h# p$ u4 M* q. T' Ereturn 1; 6 v% P; n3 U9 L' d* Z$ h
}
2 Z0 @0 S ?# v' z2 F, sif(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&ddm))) ( K; Y L4 m9 h/ A
{
) u4 ?: K1 u6 `; x9 J9 ?return 1;
- e/ o, a" [% p: u$ t}
7 G- D; x+ \" z J0 d, g" N1 I
' a4 N4 f( X) f# \8 B6 d3 i; Nd3dpp.Windowed=TRUE; # D3 v2 l# t4 A0 [! k/ m; |
d3dpp.Flags=D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
: |( Q* v0 `% ~/ c5 w4 N8 s% o0 od3dpp.BackBufferFormat=ddm.Format; 5 {8 ]" K: J/ z2 n
d3dpp.BackBufferHeight=ddm.Height;
$ N4 A3 a) J! B# `+ bd3dpp.BackBufferWidth=ddm.Width;
" j4 |3 b2 Y& d6 @) Xd3dpp.MultiSampleType=D3DMULTISAMPLE_NONE;
) s$ Z3 O. ^7 B0 l8 P3 D, g7 Vd3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD; / {. L' _" u/ \2 C
d3dpp.hDeviceWindow=GetDesktopWindow(); ! T4 M9 D2 f; O8 V: z3 g, V
d3dpp.PresentationInterval=D3DPRESENT_INTERVAL_DEFAULT; y w& K- U5 v- d$ e/ z7 D) ^4 M
d3dpp.FullScreen_RefreshRateInHz=D3DPRESENT_RATE_DEFAULT; 7 U* }2 ^# N5 V S7 B$ [
- f3 S% E- {7 r
) q6 z; L# Q- z" I8 Jif(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,GetDesktopWindow(),D3DCREATE_SOFTWARE_VERTEXPROCESSING ,&d3dpp,&g_pd3dDevice))) 3 n9 ]0 M0 e# R. _( [+ O! E
{
5 A9 z0 R! v, q! |, m( hreturn 1; 3 b/ F. G! \$ z7 b0 r' I
}
% D8 Z" ~$ y7 i2 J; _2 I* X7 }
! a/ S0 {* a- R+ aif(FAILED(g_pd3dDevice->CreateOffscreenPlainSurface(ddm.Width, ddm.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &pSurface, NULL)))
2 v1 _% n3 K; }! |9 p3 G) q{ & F/ e% ?% w* p! Y7 N6 P( b8 I0 H
return 1; 5 f6 t" j ]& i5 {
} ( S9 }& x/ s1 g2 [, o6 a" v
3 c2 z! d! k5 d7 B. N& P
g_pd3dDevice->CreateOffscreenPlainSurface(1024, 768,
2 B% W( p1 m5 I& @0 T& w! WD3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &pSurface, NULL);
0 v4 |% r) {+ ], B3 q eg_pd3dDevice->GetFrontBufferData(0, pSurface);
( r- n% q; Q1 [3 M; ?, Z' i( P9 n2 F2 z) h+ q
D3DXSaveSurfaceToFile("Desktop.png",D3DXIFF_PNG,pSurface,NULL,NULL);//s保存为png格式
/ E/ E; D$ c4 x/ K% M3 F- @D3DXSaveSurfaceToFile("Desktop.jpg",D3DXIFF_JPG,pSurface,NULL,NULL);//保存为 jpg格式 $ X) S7 U$ {! B
D3DXSaveSurfaceToFile("Desktop.bmp",D3DXIFF_BMP,pSurface,NULL,NULL);//保存为 bmp格式 $ v) ^9 \: Q0 S6 f& ?
pSurface->Release();
9 H, T$ L- I. M2 l0 j- r( ^g_pd3dDevice->Release ();
, U3 W1 H% h4 B$ d, u6 m m) c' Sg_pD3D->Release (); + a8 u' E3 D) X, {
+ m2 v/ p) V9 @+ ereturn 0;
7 V) Y/ ?- S. F V, s/ E9 v7 H3 [1 P: E. X" i& A
} $ ]5 F1 x2 Q6 ^' q5 v* Y
! H; j) \( `- ^3 T- E2 `1 Y% z
//但这种方法并不能抓取有的播放器的图像,这是因为播放器显示页面时采用了hardware overlay (硬件加速),
7 g; n! j* R, v2 _9 c4 c//你需要在“显示” 设置里面禁用该功能。或者有时你会发现,你多开一个播放器窗口,后面的就可以抓屏了,因为
7 }& B6 ~1 t1 k$ I D//overlay 技术的硬件支持有限,后面的不能再用这个技术了。有的人说编程hook 了DirectDraw的相应函数可以禁用
% r, d& K9 D5 k) b. O//这个功能。有的抓屏软件也可以做到,不知道人家是怎么做的。
, l+ i. O2 w+ N/ s. p; j3 q& I5 H4 Q) ^5 t1 v
//下面是些参考资料:
, m/ F+ }6 X K$ w5 ~//Video Renderer (VR)是接收RGB/YUV裸数据,然后在显示器上显示的Filter。
" G, y7 q. s; [* P ^//为提高计算机画图性能,根据你计算机显卡的能力,VR会优先使用DirectDraw以及Overlay表面; 0 l" q) p! F: q" x6 Z
//如果这些特性得不到显卡的支持,VR会使用GDI函数进行画图 $ F, P. ]$ @( V; y2 ]. O
//Video Mixing Renderer Filter 7 (VMR-7), " J6 V$ D9 I$ c+ h5 f( R6 Y
//可以这么说,VMR是Windows平台上新一代的Video Renderer。 . Y/ T$ A. i* t+ P2 V" X% M( C4 I
) x7 L# _& K) }9 @//视频覆盖(Video Overlay) 或者说是hardware overlay 是早期的技术, 现在好像是VMR-7 , VMR-9 了
, ~( j, o( f1 k: t! U0 \, c2 Q `6 X- d6 L* _- o7 `, N! }0 Y
// ! S) x" e) A5 W X/ d
//One consequence of hardware overlay use is that a screenshot program (for example,
5 x1 t' i5 a% q//the one automatically built into Windows that activates when the PrtSc key is pressed)
V# C7 Y8 W# H0 f9 e! F//often does not capture the content appearing in the hardware overlay window. Rather,
) f) x. K' J' O" f$ j7 i2 B* c//a blank region containing only the special mask color is captured. This is because the / g' h2 ]+ h+ I# \4 A) G3 a
//screen capture routine doesn't consider the special video memory regions dedicated to
) a+ V( _0 i2 f//overlays - it simply captures the shared main screen as rendered by the software's graphical # B2 @& V! d8 ?1 R/ Q
//subsystem. Some Digital Rights Management schemes use hardware overlay to display 4 ]% j* Y( B/ h1 S
//protected content on the screen, taking advantage of this quirk to prevent the copying of
; I$ _$ X0 U* O//protected documents by way of screen capture[citation needed]. Disabling the support for ! l9 R# J" X0 O3 h) z5 s
//overlays causes the normally overlay using software to fallback to the shared memory,
$ f {& g/ p( r+ @//enabling screenshots.
! i3 }& D( E8 @4 h
/ m6 E. q1 K5 _, |//Starting with Windows Vista's enhanced graphics capabilities, the basic concept
0 T2 n4 p) ]/ D3 P3 T//of hardware overlays is replaced by full hardware compositing for every application window . I$ a9 Q& l, D$ k5 q
//running on the system, not just movie players or games, through the Desktop Window Manager. 7 K) H: y$ m4 O7 r
//Mac OS X has been using hardware compositing since Quartz Extreme was introduced in Mac OS X 10.2. p: j5 V1 o ^& T
//To improve performance, each program draws to its own independent memory buffer instead of to a 3 d9 k/ V) s- {4 b+ y) ]7 ~
//slow graphical subsystem. (In Windows Vista, each hardware overlay is more correctly known as & [8 J5 u$ F7 C" K4 P: i2 e
//a Direct3D surface). Then, the system's GPU assembles each of the windows into a single
$ u. ^' _. z/ Q! e' v//display screen in real time. With enhanced GPUs on the market capable of stunning 3D . m: }) p% h- h" p9 ]& ^: Z+ f
//graphics as a consequence of the video game industry, impressive motion, scaling, o: _$ r. S+ X- h' m
//and lighting effects can be applied to normal 2D windows by the operating system.
' X: s+ f6 e6 A5 o. U
: U0 r) X) W, x& a- Z0 X. d+ f3 j/ p/ f! i
//步骤1双击“控制面板”中的“显示”图标,或在桌面空白位置单击右键,选择“属性”,打开显示属性设置窗口。选择“设置”选项卡,并单击窗口中的“高级”按钮,打开高级属性设置窗口。 * c: ]/ d% P; j: r# Y- W, E
//步骤2 在高级属性设置窗口中选择“疑难解答”选项卡,拖动“硬件加速”滑块至“无”,单击“确定”退出。 & g9 t+ v& o& F
//步骤3 在视频播放软件比如RealOne中拖拉滑杆至需要截取的画面,按PrintScreen键截取屏幕界面。 8 j+ j7 K8 @; r0 l8 x1 ?6 `+ [4 Q
//步骤4 打开“开始”/“程序”/“附件”/“画图”,单击“编辑”/“粘贴”将截取后存储于剪贴板的屏幕截图粘贴到画图程序中,可以看到,已经可以成功截取视频图像,不过,较之启用硬件加速功能,此时的视频图像质量会有一定程度的损失 |