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。 * k5 R0 H( }) Y
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原文; y9 N8 a! k! ^& I
http://hi.baidu.com/widebright/blog/item/6b3a233f97147eea54e7233f.html% r, L& M8 g" z, g' k! A
0 x* v& {& s2 d- ?8 b' H) }在VS2003, DirectX9, Windows xp中测试通过,可能需要安装 DirectXSDK才能编译成功的。 4 Q0 [2 R! G& z& \* m" w
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。 . ?7 |: s/ I* W! c2 \6 ^
; F! Y3 U1 ~& h9 J% l3 W2 N// Direct3D9 includes
5 L8 ?0 l o: G3 I/ d#include <d3d9.h>
7 N4 B2 n$ B) p7 u# i#include <d3dx9.h>
+ Q& i" Q9 I: i, v2 U3 Q d#pragma comment( lib, "d3d9.lib" )
0 r: r# t$ G0 C9 F#pragma comment( lib, "d3dx9.lib" )
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1 B* }$ {, H9 u+ p) ?int Capture ()
( S. ]- ~7 D( ~. ?: d{
" [# t2 `8 z; r% L" ILPDIRECT3D9 g_pD3D = NULL; " c9 S d. E+ H7 b& \9 E
D3DDISPLAYMODE ddm; 9 q3 O) F5 j* b4 B0 K( `
D3DPRESENT_PARAMETERS d3dpp;
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" a4 u" R1 O; p0 IIDirect3DDevice9 * g_pd3dDevice; . Q3 p8 `. ?# d$ e
IDirect3DSurface9 * pSurface;
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5 v; H6 Z8 i3 k d9 |ZeroMemory(&d3dpp,sizeof(D3DPRESENT_PARAMETERS));
6 D3 S6 b. r9 D+ g; c1 MZeroMemory( &d3dpp, sizeof(d3dpp) ); 1 F0 @- n8 P/ ]7 U4 K
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if((g_pD3D=Direct3DCreate9(D3D_SDK_VERSION))==NULL) 1 R' ]& a+ m, ^- S+ Z9 G% F/ g/ m8 x
{
/ _# l% w0 J6 ~7 a* M! Freturn 1; : S- k% O; H5 [4 z5 N1 [, \) M) b
} ( M9 x7 C5 G4 g! x) z$ ^4 N W6 v: F
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&ddm))) - y O* d n. ^8 V: s6 D& X
{
6 ~1 C8 x3 x1 j+ j9 O7 z; dreturn 1;
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8 U8 B4 f! ^4 ^2 y# y; jd3dpp.Windowed=TRUE;
+ U" O9 a g' u7 f2 L+ Nd3dpp.Flags=D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; 7 n( d M: K% H- {
d3dpp.BackBufferFormat=ddm.Format; T6 {. Q5 l, P
d3dpp.BackBufferHeight=ddm.Height; 9 v5 {; m* t" a9 Q$ K6 ?
d3dpp.BackBufferWidth=ddm.Width; # d2 [* I0 D' }3 p+ t
d3dpp.MultiSampleType=D3DMULTISAMPLE_NONE; & i0 G' V. L' s4 G% `0 s/ | V! H# K; r
d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;
6 s% A, @( \3 A! q# Zd3dpp.hDeviceWindow=GetDesktopWindow();
. O9 s# G9 q; Q/ _d3dpp.PresentationInterval=D3DPRESENT_INTERVAL_DEFAULT;
% ^+ J; v; Z8 z0 o* T* L/ ud3dpp.FullScreen_RefreshRateInHz=D3DPRESENT_RATE_DEFAULT; 6 B, b; e J7 Z
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1 U' j- x# }9 u- u. c; B) C) Pif(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,GetDesktopWindow(),D3DCREATE_SOFTWARE_VERTEXPROCESSING ,&d3dpp,&g_pd3dDevice))) 7 Y3 M* D: J/ ~. ^
{
5 `3 f# }" L0 R' ?return 1; & X1 o3 t+ ?2 K% \
}
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K. I/ C: B7 z7 l5 Xif(FAILED(g_pd3dDevice->CreateOffscreenPlainSurface(ddm.Width, ddm.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &pSurface, NULL)))
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return 1;
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2 v( Z+ q3 _- ^+ u8 k& pg_pd3dDevice->CreateOffscreenPlainSurface(1024, 768, * o+ }4 V4 {4 t& }
D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &pSurface, NULL); ' q% k$ x4 d4 a7 L
g_pd3dDevice->GetFrontBufferData(0, pSurface);
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; X7 x# {1 a' KD3DXSaveSurfaceToFile("Desktop.png",D3DXIFF_PNG,pSurface,NULL,NULL);//s保存为png格式 8 w" d! x6 y) T) a
D3DXSaveSurfaceToFile("Desktop.jpg",D3DXIFF_JPG,pSurface,NULL,NULL);//保存为 jpg格式
. [+ H/ x) z3 d2 UD3DXSaveSurfaceToFile("Desktop.bmp",D3DXIFF_BMP,pSurface,NULL,NULL);//保存为 bmp格式 A) _, @. C9 B2 _+ s$ l* ]
pSurface->Release(); $ i4 L5 Z: }# y! E6 P7 t8 B& |
g_pd3dDevice->Release ();
1 `! i* X! m1 g! Cg_pD3D->Release ();
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5 E3 o% i# E, H) D$ U( Oreturn 0;
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) q; g( r R) S' S- {2 I) y//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),
4 Y2 _- {& t% t2 p7 E& X. m9 a Z//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
1 b2 v3 x B* G T+ y2 m" |0 K2 `//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 + C' o% S3 x; A2 h! V
//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。 / l2 g+ f6 B3 }5 Z$ p
+ d& A h& V' D5 A. V- ?//下面是些参考资料:
4 G% x5 p! `! q+ G! h//Video Renderer (VR)是接收RGB/YUV裸数据,然后在显示器上显示的Filter。 / Z: ^7 y7 ]' w5 D0 `, ?
//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; ; O, g; X$ y$ I ?0 u. X, c! C
//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& {" k1 m3 W7 C# {//Video Mixing Renderer Filter 7 (VMR-7),
* J: P. |" a2 `7 W6 ^9 b5 g, F6 |# [//可以这么说,VMR是Windows平台上新一代的Video Renderer。
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& ?2 A/ g, U' g: j//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 $ g3 X: {$ U5 l1 ~9 {0 |
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// & \! p# z% q! A6 { I
//One consequence of hardware overlay use is that a screenshot program (for example,
7 I7 b( ]) R, f( S//the one automatically built into Windows that activates when the PrtSc key is pressed)
) b/ e \! c# h2 y9 z, w//often does not capture the content appearing in the hardware overlay window. Rather, & r; `/ T- H+ r, x' }5 y5 ^
//a blank region containing only the special mask color is captured. This is because the M* [' [) i; U* \1 c! n
//screen capture routine doesn't consider the special video memory regions dedicated to
7 |2 {9 c0 b8 x0 W4 ~7 P//overlays - it simply captures the shared main screen as rendered by the software's graphical
% N6 D' j6 a! X//subsystem. Some Digital Rights Management schemes use hardware overlay to display
; z4 c8 v( Y( w) n' Q* {: B! I U//protected content on the screen, taking advantage of this quirk to prevent the copying of 8 a2 A+ n# U$ V
//protected documents by way of screen capture[citation needed]. Disabling the support for 7 K# i! b5 x! \; U4 n/ }
//overlays causes the normally overlay using software to fallback to the shared memory, , [% s) g; v* v' `# \# V' D
//enabling screenshots. $ c! ] [: L9 v+ u: f0 W8 B8 ^
1 D# k, L, Q& Q' M, H; c7 j% [
//Starting with Windows Vista's enhanced graphics capabilities, the basic concept
( b8 B; w+ V+ l7 @& T. S: e6 y7 s//of hardware overlays is replaced by full hardware compositing for every application window . t5 w% k5 j1 p7 x: ^
//running on the system, not just movie players or games, through the Desktop Window Manager. $ V( C& L0 r2 k0 [2 ^9 g7 u1 w; R
//Mac OS X has been using hardware compositing since Quartz Extreme was introduced in Mac OS X 10.2. " Q+ |) m D% ?+ ~/ ^8 J" T# Q/ Q
//To improve performance, each program draws to its own independent memory buffer instead of to a
* G: \! q' n3 z3 l y//slow graphical subsystem. (In Windows Vista, each hardware overlay is more correctly known as # \3 O: N# m0 u% v0 i3 v! `0 Z' s
//a Direct3D surface). Then, the system's GPU assembles each of the windows into a single
4 ]: k1 J( K3 r# q//display screen in real time. With enhanced GPUs on the market capable of stunning 3D
) ^. z% g( E6 ?# d& V* b//graphics as a consequence of the video game industry, impressive motion, scaling, : L! i/ S/ c7 f! E
//and lighting effects can be applied to normal 2D windows by the operating system. V7 d5 ]5 P" Q
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+ u7 u" A9 T p; l* v& ^# u! z//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。
2 ]* c- M" 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。 ( D: {/ @8 A/ l% X/ `: Z
//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 g5 N) l+ \: ]# u' M
//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 |