1、包含必要的头文件:
#include <d3d11.h>
#include <dxgi1_2.h>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "dxgi.lib")
2、创建一个函数来执行屏幕截图并过滤掉指定窗口:
void SaveScreenShot(ID3D11Device* pDevice, ID3D11DeviceContext* pImmediateContext, const char* filename)
{
IDXGIDevice* pDXGIDevice = nullptr;
pDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&pDXGIDevice));
IDXGIAdapter* pAdapter = nullptr;
pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void**>(&pAdapter));
IDXGIFactory1* pFactory = nullptr;
pAdapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&pFactory));
IDXGIOutput* pOutput = nullptr;
pAdapter->EnumOutputs(0, &pOutput);
IDXGIOutput1* pOutput1 = nullptr;
pOutput->QueryInterface(__uuidof(IDXGIOutput1), reinterpret_cast<void**>(&pOutput1));
IDXGIOutputDuplication* pOutputDuplication = nullptr;
pOutput1->DuplicateOutput(pDevice, &pOutputDuplication);
DXGI_OUTDUPL_DESC outputDuplicationDesc;
pOutputDuplication->GetDesc(&outputDuplicationDesc);
unsigned int bufferWidth = outputDuplicationDesc.ModeDesc.Width;
unsigned int bufferHeight = outputDuplicationDesc.ModeDesc.Height;
unsigned int bufferSize = bufferWidth * bufferHeight * 4;
ID3D11Texture2D* pScreenTexture = nullptr;
D3D11_TEXTURE2D_DESC texDesc;
ZeroMemory(&texDesc, sizeof(texDesc));
texDesc.Width = bufferWidth;
texDesc.Height = bufferHeight;
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
texDesc.SampleDesc.Count = 1;
texDesc.Usage = D3D11_USAGE_STAGING;
texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
pDevice->CreateTexture2D(&texDesc, NULL, &pScreenTexture);
ID3D11Texture2D* pStagingTexture = nullptr;
pDevice->CreateTexture2D(&texDesc, NULL, &pStagingTexture);
DXGI_OUTDUPL_FRAME_INFO frameInfo;
ID3D11Resource* pDesktopResource = nullptr;
HRESULT hr = pOutputDuplication->AcquireNextFrame(500, &frameInfo, &pDesktopResource);
if (hr == DXGI_ERROR_WAIT_TIMEOUT)
{
// 等待超时
}
else if (SUCCEEDED(hr))
{
pImmediateContext->CopyResource(pStagingTexture, pDesktopResource);
pOutputDuplication->ReleaseFrame();
pImmediateContext->CopyResource(pScreenTexture, pStagingTexture);
D3D11_MAPPED_SUBRESOURCE mappedResource;
pImmediateContext->Map(pScreenTexture, 0, D3D11_MAP_READ, 0, &mappedResource);
unsigned char* pPixels = static_cast<unsigned char*>(mappedResource.pData);
// 在这里保存屏幕截图为文件
SaveBitmapToFile(pPixels, desc.Width, desc.Height, “c:/screenshot.bmp”)
pImmediateContext->Unmap(pScreenTexture, 0);
}
pScreenTexture->Release();
pStagingTexture->Release();
pOutputDuplication->Release();
pOutput1->Release();
pOutput->Release();
pFactory->Release();
pAdapter->Release();
pDXGIDevice->Release();
}
3、创建一个函数来保存位图到文件:
HRESULT SaveBitmapToFile(char* bmBits, int bmWidth, int bmHeight, const wchar_t* filePath)
{
HRESULT result = S_OK;
// 创建位图文件头
BITMAPFILEHEADER fileHeader;
fileHeader.bfType = 0x4D42; // "BM"
fileHeader.bfSize = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + bmWidthBytes * bmHeight;
fileHeader.bfReserved1 = 0;
fileHeader.bfReserved2 = 0;
fileHeader.bfOffBits = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER);
// 创建位图信息头
BITMAPINFOHEADER infoHeader;
infoHeader.biSize = sizeof(BITMAPINFOHEADER);
infoHeader.biWidth = bmWidth;
infoHeader.biHeight = -bmHeight;
infoHeader.biPlanes = 1;
infoHeader.biBitCount = 32;
infoHeader.biCompression = BI_RGB;
infoHeader.biSizeImage = 0;
infoHeader.biXPelsPerMeter = 0;
infoHeader.biYPelsPerMeter = 0;
infoHeader.biClrUsed = 0;
infoHeader.biClrImportant = 0;
// 创建文件并写入位图数据
HANDLE fileHandle = CreateFileW(filePath, GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL);
if (fileHandle != INVALID_HANDLE_VALUE)
{
DWORD bytesWritten = 0;
WriteFile(fileHandle, &fileHeader, sizeof(BITMAPFILEHEADER), &bytesWritten, NULL);
WriteFile(fileHandle, &infoHeader, sizeof(BITMAPINFOHEADER), &bytesWritten, NULL);
WriteFile(fileHandle, bmBits, bmWidth * bmp.bmHeight * 4, &bytesWritten, NULL);
CloseHandle(fileHandle);
}
else
{
result = E_FAIL;
}
return result;
}