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。 4 _" ] }* h0 K4 ^7 v7 R
( V# y! S I, C4 H( v
原文' I2 a, ^' W4 n) N" [0 ?' O0 i
http://hi.baidu.com/widebright/blog/item/6b3a233f97147eea54e7233f.html' i5 X+ e/ {. t9 E4 m
9 O9 O) @4 z5 A; |. F在VS2003, DirectX9, Windows xp中测试通过,可能需要安装 DirectXSDK才能编译成功的。 : J7 y9 T0 E5 D. I3 L4 H6 G
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。 , }! E9 m1 y! p& Q( i
3 E0 v* ]" q$ p5 M+ T// Direct3D9 includes
, s2 ]5 ~9 c6 U#include <d3d9.h>
3 W, d! b' D% x9 ]; ?; Z0 ~9 A#include <d3dx9.h>
8 T+ z' Z1 h _3 O' u#pragma comment( lib, "d3d9.lib" )
8 {' T5 L9 c3 d8 I6 @) D#pragma comment( lib, "d3dx9.lib" ) 5 P* J% E, B, _% i- i
7 M- \! D2 B: a$ W/ I* ?
int Capture ()
9 G N# s0 }+ A* e* ~/ v4 c- w{
0 s6 @; x3 y' i4 lLPDIRECT3D9 g_pD3D = NULL; ) F" x: }; \' O; p2 L5 y
D3DDISPLAYMODE ddm;
) J% r# O1 X/ g; t7 ~# uD3DPRESENT_PARAMETERS d3dpp;
, N5 _: y- I5 L+ w8 k& s6 M1 U, Z6 z. c8 f4 A" P6 k
IDirect3DDevice9 * g_pd3dDevice;
# w( n: @* j2 ?) U2 N4 t# R/ [IDirect3DSurface9 * pSurface; ! `$ T1 E. `3 A' ]2 K/ R8 o, A
4 U+ o/ J/ B3 _
ZeroMemory(&d3dpp,sizeof(D3DPRESENT_PARAMETERS)); " j1 A: c2 B0 E- ]+ T1 K2 a8 F
ZeroMemory( &d3dpp, sizeof(d3dpp) ); ' U0 m5 ] ~- d2 m7 [9 O5 `1 ?. W
" {- G0 k6 N- ~8 A9 \9 e, e" ?* `$ e: _4 v4 \& O* Y4 Q, m* A
if((g_pD3D=Direct3DCreate9(D3D_SDK_VERSION))==NULL) 6 E2 l7 o6 S; R+ N! R
{
# R4 I6 J3 ], S; h% o8 t$ Oreturn 1;
, t/ z0 @! c ?0 }} + ]1 W% k, |6 O m9 g
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&ddm))) ) l9 K1 |- ^4 F, h8 C) ]& Q
{
$ U+ s4 Q+ ]' q4 i$ ?return 1; 6 {9 B6 p' g% t0 n. ?
} c* E& j6 b( Q* X5 Z) c/ {
0 w; N9 V0 W4 u; N" \* fd3dpp.Windowed=TRUE;
; m; Q2 [$ t! sd3dpp.Flags=D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
' a) ]" q7 B8 G( p( Gd3dpp.BackBufferFormat=ddm.Format;
6 U5 q2 `& N) P: M3 U" Z5 `& d! u3 Kd3dpp.BackBufferHeight=ddm.Height; 1 z1 g$ _4 d3 D3 K3 K b) g+ q$ S
d3dpp.BackBufferWidth=ddm.Width;
- r3 `$ s$ g3 O, Md3dpp.MultiSampleType=D3DMULTISAMPLE_NONE;
+ i& o; t: k+ Dd3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD; 2 l9 M* p8 c# z; H7 N
d3dpp.hDeviceWindow=GetDesktopWindow();
^# x% _0 j( v( L3 J5 m9 w7 f$ Nd3dpp.PresentationInterval=D3DPRESENT_INTERVAL_DEFAULT; 9 f7 M1 C4 x6 c# R: G% z9 y
d3dpp.FullScreen_RefreshRateInHz=D3DPRESENT_RATE_DEFAULT; & n" b8 e1 B4 z3 c" X5 I+ @
0 a3 _7 O+ y: L
$ z* O8 X6 c1 S$ Xif(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,GetDesktopWindow(),D3DCREATE_SOFTWARE_VERTEXPROCESSING ,&d3dpp,&g_pd3dDevice))) : q( _! ^/ |" ?: h' I8 b$ g" M
{ . q7 Q; s# R6 x; }5 T
return 1;
3 e" U2 z8 ^5 [7 w+ y# G7 D8 M* D7 ^}
2 x1 Z/ W4 z& g- t; r+ U! a/ S4 Y% L7 y: S; h" \: ?+ k# O) N
if(FAILED(g_pd3dDevice->CreateOffscreenPlainSurface(ddm.Width, ddm.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &pSurface, NULL))) 4 Q, ?% q; D, Z6 z
{ ' c. ]/ v4 `4 _* R% `
return 1; W/ y" r" }" l+ ~
} % V3 r% V j a% D* z
7 K5 I6 v/ P3 a% _
g_pd3dDevice->CreateOffscreenPlainSurface(1024, 768,
2 X( Q3 o* w% bD3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &pSurface, NULL);
) R+ i, j1 {1 e/ b: O- Cg_pd3dDevice->GetFrontBufferData(0, pSurface); 7 R1 ^0 c2 c3 r
9 n5 D5 p' ~* b/ ~. q5 v
D3DXSaveSurfaceToFile("Desktop.png",D3DXIFF_PNG,pSurface,NULL,NULL);//s保存为png格式 " A3 g1 W3 a, a! @1 Z! I5 }
D3DXSaveSurfaceToFile("Desktop.jpg",D3DXIFF_JPG,pSurface,NULL,NULL);//保存为 jpg格式
. s( x: S- @8 m6 R6 O; Q# }/ gD3DXSaveSurfaceToFile("Desktop.bmp",D3DXIFF_BMP,pSurface,NULL,NULL);//保存为 bmp格式 ( x; @! |- N6 U* p* b, _
pSurface->Release();
1 U' y+ L( @2 |7 l, `g_pd3dDevice->Release ();
# p: ^2 D+ d" ~$ k! {g_pD3D->Release ();
; g$ t3 s# n0 f/ {# z4 q8 S. S+ ^; n& l( q
return 0;
0 W8 q& h4 C" u; i9 c6 ~5 ?# @, c: e4 ^% \: l. K% ? y
}
3 _1 U: u+ W h5 V: @" v9 r2 q9 f! P4 E- Q
//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 O- B S* I! i" j& q//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 , u/ u# o) B0 P% H5 Z
//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
5 Q7 x+ Y8 U+ p//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。
* D& V% ]* f8 \! V0 G. }$ B
$ s* |( Q% s2 s" B# ^' v2 f8 B1 g//下面是些参考资料:
: Z; f6 j8 d, Y3 @6 ^$ Q1 J ^//Video Renderer (VR)是接收RGB/YUV裸数据,然后在显示器上显示的Filter。
4 a6 [" F4 Z' [" d6 Q//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;
6 U2 ^8 d6 k1 u& o//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
5 r' X, t4 ]8 r+ `! X% u' c. t//Video Mixing Renderer Filter 7 (VMR-7),
- \; J4 z9 T1 \9 M//可以这么说,VMR是Windows平台上新一代的Video Renderer。 * u" e; g! v% |2 ]9 E$ ], o+ D; O$ ^
5 l0 P+ _: X& E& B, ^) I6 {1 H* {8 E, K
//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 9 t8 p0 |" c5 L- f1 l# A# f
; t8 g+ p! E0 I) l" a, i5 x( d
//
* E3 ^. f; k) D3 | u* Z//One consequence of hardware overlay use is that a screenshot program (for example,
( b/ d$ c+ f1 G1 V//the one automatically built into Windows that activates when the PrtSc key is pressed)
6 d" f. W# V# h( c% N+ r( m1 i3 P//often does not capture the content appearing in the hardware overlay window. Rather,
4 _9 X/ a" G; M! n5 x ^5 {//a blank region containing only the special mask color is captured. This is because the
6 Y6 ~: K6 @( @3 ?+ E4 l/ e0 A//screen capture routine doesn't consider the special video memory regions dedicated to - e) V0 T1 x3 Z- p! E/ d( R
//overlays - it simply captures the shared main screen as rendered by the software's graphical
: z. _1 Q3 w# i4 Q//subsystem. Some Digital Rights Management schemes use hardware overlay to display
! D9 ?) G( F% y% u0 ]//protected content on the screen, taking advantage of this quirk to prevent the copying of
# W) ^# V% G4 _ b3 H" T% z! j6 j3 p//protected documents by way of screen capture[citation needed]. Disabling the support for
- n' M* g/ O( Q//overlays causes the normally overlay using software to fallback to the shared memory,
& [" |2 r2 {" }. [//enabling screenshots. # j2 G* B! M2 y z9 l% |
- F2 c$ _$ s1 j k//Starting with Windows Vista's enhanced graphics capabilities, the basic concept
$ |5 _. e* \" |7 l9 ^, S8 X! z0 K& o//of hardware overlays is replaced by full hardware compositing for every application window 9 ^2 }4 a& Z# V4 A" E: n
//running on the system, not just movie players or games, through the Desktop Window Manager. + b; \7 i- |4 S
//Mac OS X has been using hardware compositing since Quartz Extreme was introduced in Mac OS X 10.2.
/ S% a @" k0 _& v( |# ?//To improve performance, each program draws to its own independent memory buffer instead of to a
& j5 C r/ k" T/ p; p% N- I//slow graphical subsystem. (In Windows Vista, each hardware overlay is more correctly known as ( @$ H, w* ]$ a% C1 \; T! W; D4 ^
//a Direct3D surface). Then, the system's GPU assembles each of the windows into a single
: K. S4 y; F& m) a* W! x//display screen in real time. With enhanced GPUs on the market capable of stunning 3D
7 @* N1 y. a& W6 y5 K/ Z6 C//graphics as a consequence of the video game industry, impressive motion, scaling,
# [; S! v9 z N, q' x! c3 a//and lighting effects can be applied to normal 2D windows by the operating system. 4 l2 y& H! U3 g6 F P" V% I4 e
2 x# t+ y1 }- Y D* s- Q) w% Z& I
5 A8 y' S* X; _) U# m//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。 % M I! C. K5 q/ h; @ J O$ k/ W
//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。
( X" [" l- @0 m//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。
* D0 i c* \( I Y# \) K7 r; S//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 |