Click here to Skip to main content
15,886,689 members
Please Sign up or sign in to vote.
0.00/5 (No votes)
Hi I am looking to capture screenshot of the window on top or the desktop that is presently running application on top using GetBackBuffer() method in DirectX. And instead of saving I want to display the screenshot in a window.

However I am new to DirectX programming and and am unclear in the order of functions to be called. I referred to a few blogs and threads and have compiled this code:

C++
// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
//#include "iostream.h"
#include <stdio.h>

// include the Direct3D Library file
#pragma comment (lib, "d3d9.lib")

// global declarations
LPDIRECT3D9 d3d;    // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device class

// function prototypes
void initD3D(HWND hWnd);    // sets up and initializes Direct3D
void render_frame(void);    // renders a single frame
void cleanD3D(void);    // closes Direct3D and releases memory

// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);


// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
	HINSTANCE hPrevInstance,
	LPSTR lpCmdLine,
	int nCmdShow)
{
	HWND hWnd;
	WNDCLASSEX wc;

	ZeroMemory(&wc, sizeof(WNDCLASSEX));

	wc.cbSize = sizeof(WNDCLASSEX);
	wc.style = CS_HREDRAW | CS_VREDRAW;
	wc.lpfnWndProc = WindowProc;
	wc.hInstance = hInstance;
	wc.hCursor = LoadCursor(NULL, IDC_ARROW);
	wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
	wc.lpszClassName = L"WindowClass";

	RegisterClassEx(&wc);

	hWnd = CreateWindowEx(NULL,
		L"WindowClass",
		L"Our First Direct3D Program",
		WS_OVERLAPPEDWINDOW,
		300, 300,
		800, 600,
		NULL,
		NULL,
		hInstance,
		NULL);

	ShowWindow(hWnd, nCmdShow);

	// set up and initialize Direct3D
	initD3D(hWnd);

	// enter the main loop:

	MSG msg;

	while (TRUE)
	{
		while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}

		if (msg.message == WM_QUIT)
			break;

		render_frame();
	}

	// clean up DirectX and COM
	cleanD3D();

	return msg.wParam;
}


// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	switch (message)
	{
	case WM_DESTROY:
	{
		PostQuitMessage(0);
		return 0;
	} break;
	}

	return DefWindowProc(hWnd, message, wParam, lParam);
}


// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
	d3d = Direct3DCreate9(D3D_SDK_VERSION);    // create the Direct3D interface

	D3DPRESENT_PARAMETERS d3dpp;    // create a struct to hold various device information

	ZeroMemory(&d3dpp, sizeof(d3dpp));    // clear out the struct for use
	d3dpp.Windowed = TRUE;    // program windowed, not fullscreen
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    // discard old frames
	d3dpp.hDeviceWindow = hWnd;    // set the window to be used by Direct3D


	// create a device class using this information and the info from the d3dpp stuct
	d3d->CreateDevice(D3DADAPTER_DEFAULT,
		D3DDEVTYPE_HAL,
		hWnd,
		D3DCREATE_SOFTWARE_VERTEXPROCESSING,
		&d3dpp,
		&d3ddev);
}


// this is the function used to render a single frame
void render_frame(void)
{
	// clear the window to a deep blue
	
	IDirect3DSurface9 *offscreenSurface = 0;
	IDirect3DSurface9 *destSurface = 0;
	
	
	d3ddev->CreateOffscreenPlainSurface(800, 600, D3DFMT_A8B8G8R8, D3DPOOL_SYSTEMMEM, &offscreenSurface, NULL);
	HRESULT hr = d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &offscreenSurface);
	d3ddev->GetRenderTargetData(offscreenSurface, destSurface);

	HRESULT hr1 = d3ddev->CreateRenderTarget(800, 600, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &offscreenSurface, NULL);
	

	d3ddev->BeginScene();    // begins the 3D scene

	// do 3D rendering on the back buffer here

	d3ddev->EndScene();    // ends the 3D scene

	d3ddev->Present(NULL, NULL, NULL, NULL);   // displays the created frame on the screen
}


// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
	d3ddev->Release();    // close and release the 3D device
	d3d->Release();    // close and release Direct3D
}


I understand that I am doing something wrong and been trying to figure that out for the past days but I could not fix my code to make it capture screenshot of the desktop.

So please suggest me what changes I need to make in the code so that it does what it is supposed to.
Posted
Updated 30-Sep-15 3:17am
v2
Comments
barneyman 30-Sep-15 20:32pm    
why are you using directx to do this?

do you simply want to screengrab an arbitrary HWND (including desktop)?
newbie2015 1-Oct-15 0:46am    
I am trying to write a screencasting program. which simply casts whatever is there on the primary monitor to the secondary after slight modifications in the pixel information attained from the primary monitor. And I read a thread on stackoverflow which suggests using backbuffer in directx to capture screenshot is fastest way of approaching this for Windows7< systems. Faster than GDI, WMEncoder or FrontBuffer in DIrectX

This content, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)



CodeProject, 20 Bay Street, 11th Floor Toronto, Ontario, Canada M5J 2N8 +1 (416) 849-8900