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我一直致力于访问游戏的像素颜色,但收效甚微。我已经研究并尝试了几种方法,包括 BitBlt、SharpDX 库、桌面复制(由于 Windows 8 的限制而无法使用)和 GetPixel()(这已经奏效,但速度太慢而无法使用)。

由于游戏的叠加,这些(GetPixel() 除外)都不起作用(我可能只是没有找到合适的 SharpDX/D3D 函数)。

我查看了镜像驱动程序,但找不到足够的文档来使用它们,或者不知道它们是否可以工作。

有什么方法可以访问 DirectX 游戏叠加层的像素?

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1 回答 1

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由于 direct-x 游戏通常是双缓冲的,因此 GetPixel 或 Bitblt 有 50% 的机会完全可以工作。如果您真的需要游戏中的实时像素,您可以将其与 dll/detour 挂钩并提供通过共享内存或某种形式的进程间通信将像素发送到您想要的任何应用程序。

附带说明一下,既然您说 GetPixel 适合您,您可以随时尝试以下方法来抓取指定窗口的屏幕截图并保存它。您需要链接到 gdi32 和 gdiplus

#include <windows.h>
#include <iostream>
#include <fstream>

typedef struct
{
    HBITMAP hBmp;
    int Width, Height;
    unsigned int* Pixels;
    unsigned short BitsPerPixel;
} BmpData;

bool ScreenShot(BmpData &Data, HDC DC)
{
    bool Result = false;
    memset(&Data, 0, sizeof(Data));
    HDC hdcMem = CreateCompatibleDC(DC);
    Data.Width = GetDeviceCaps(DC, HORZRES);
    Data.Height = GetDeviceCaps(DC, VERTRES);

    unsigned char* Pixels = NULL;
    unsigned short BitsPerPixel = 32;
    BITMAPINFO Info = {{sizeof(BITMAPINFOHEADER), Data.Width, -Data.Height, 1, BitsPerPixel, BI_RGB, 0, 0, 0, 0, 0}};

    Data.hBmp = CreateDIBSection(DC, &Info, DIB_RGB_COLORS, reinterpret_cast<void**>(&Pixels), NULL, 0);
    if(Data.hBmp)
    {
        HBITMAP hOld = reinterpret_cast<HBITMAP>(SelectObject(hdcMem, Data.hBmp));
        BitBlt(hdcMem, 0, 0, Data.Width, Data.Height, DC, 0, 0, SRCCOPY);
        SelectObject(hdcMem, hOld);
        Data.Height *= -1;
        Data.BitsPerPixel = BitsPerPixel;
        Data.Pixels = reinterpret_cast<unsigned int*>(Pixels);
        Result = true;
    }

    DeleteDC(hdcMem);
    return Result;
}

/*Portable way to save a bitmap =)*/
void SaveBitmap(const char* FilePath, const BmpData &Data)
{
    std::fstream hFile(FilePath, std::ios::out | std::ios::binary);
    if (!hFile.is_open())
    {
        printf("%s", "Error. Cannot Create Bitmap.");
        return;
    }

    unsigned int Trash = 0;
    unsigned short Planes = 1;
    unsigned int biSize = 40;
    unsigned short Type = 0x4D42;
    unsigned int compression = 0;
    unsigned int PixelsOffsetBits = 54;
    int Width = Data.Width;
    int Height = -Data.Height;
    unsigned short BitsPerPixel = Data.BitsPerPixel;
    unsigned int size = ((Width * BitsPerPixel + 31) / 32) * 4 * Height;
    unsigned int bfSize = 54 + size;
    Height *= -1;

    hFile.write(reinterpret_cast<char*>(&Type), sizeof(Type));
    hFile.write(reinterpret_cast<char*>(&bfSize), sizeof(bfSize));
    hFile.write(reinterpret_cast<char*>(&Trash), sizeof(unsigned int));
    hFile.write(reinterpret_cast<char*>(&PixelsOffsetBits), sizeof(PixelsOffsetBits));
    hFile.write(reinterpret_cast<char*>(&biSize), sizeof(biSize));
    hFile.write(reinterpret_cast<char*>(&Width), sizeof(Width));
    hFile.write(reinterpret_cast<char*>(&Height), sizeof(Height));
    hFile.write(reinterpret_cast<char*>(&Planes), sizeof(Planes));
    hFile.write(reinterpret_cast<char*>(&BitsPerPixel), sizeof(BitsPerPixel));
    hFile.write(reinterpret_cast<char*>(&compression), sizeof(compression));
    hFile.write(reinterpret_cast<char*>(&size), sizeof(size));
    hFile.write(reinterpret_cast<char*>(&Trash), sizeof(unsigned int));
    hFile.write(reinterpret_cast<char*>(&Trash), sizeof(unsigned int));
    hFile.write(reinterpret_cast<char*>(&Trash), sizeof(unsigned int));
    hFile.write(reinterpret_cast<char*>(&Trash), sizeof(unsigned int));
    hFile.write(reinterpret_cast<char*>(Data.Pixels), size);
    hFile.close();
}

int main()
{
    HWND MyWindow = nullptr;  //Handle to the window that you want to screenshot..

    BmpData data;
    HDC Screen = GetDC(MyWindow); //Get a DC..
    ScreenShot(data, Screen);
    SaveBitmap("C:/Users/Brandon/desktop/Foo.bmp", data);
    DeleteDC(Screen);
    DeleteObject(data.hBmp);
}
于 2013-10-25T04:49:17.873 回答