BMP 的完整屏幕截图。 bliting 和保存的问题
Full screenshot to BMP. Issue with bliting and saving
我想截取部分屏幕并将其保存为 BMP。为了保存图片,我计划使用 SOIL。我得到的位 bliting 函数 here.
代码:
bool saveScreen(string path)
{
string name;
SYSTEMTIME sm;
GetSystemTime(&sm);
name = to_string(sm.wHour) + to_string(sm.wMinute) + to_string(sm.wSecond) + to_string(sm.wMilliseconds)
+ "_" + to_string(sm.wDay) + to_string(sm.wMonth) + to_string(sm.wYear);
path = /*path + "/" +*/ name + ".bmp";
const char *charPath = path.c_str();
BITMAPINFO bmi;
auto& hdr = bmi.bmiHeader;
hdr.biSize = sizeof(bmi.bmiHeader);
hdr.biWidth = screenWidth;
hdr.biHeight = screenHeight;
hdr.biPlanes = 1;
hdr.biBitCount = 32;
hdr.biCompression = BI_RGB;
hdr.biSizeImage = 0;
hdr.biXPelsPerMeter = 0;
hdr.biYPelsPerMeter = 0;
hdr.biClrUsed = 0;
hdr.biClrImportant = 0;
unsigned char* bitmapBits;
HDC hdc = GetDC(NULL);
HDC hBmpDc = CreateCompatibleDC(hdc);
BITMAP bm;
HBITMAP hBmp = CreateDIBSection(hdc, &bmi, DIB_RGB_COLORS, (void**)&bitmapBits, nullptr, 0);
SelectObject(hBmpDc, hBmp);
BitBlt(hBmpDc, 0, 0, screenWidth, 1024, hdc, 0, 0, SRCCOPY);
vector< unsigned char > buf(screenWidth* screenHeight* 3);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, screenWidth, screenHeight, GL_RGB, GL_UNSIGNED_BYTE, bitmapBits);
int texture = SOIL_save_image(charPath, SOIL_SAVE_TYPE_BMP, screenWidth, screenHeight, 3, bitmapBits);
return texture;
}
关于输出我得到这个:
Broken BMP
它看起来像 RGBA/RGB 问题,但我没有在任何地方设置 RGBA。
我在代码中遗漏了什么?截图的正确方式是?
您创建了 32 bpp 图像,但是将 3 传递给 SOIL_save_image
表示它是 24 bpp 图像。
我想截取部分屏幕并将其保存为 BMP。为了保存图片,我计划使用 SOIL。我得到的位 bliting 函数 here.
代码:
bool saveScreen(string path)
{
string name;
SYSTEMTIME sm;
GetSystemTime(&sm);
name = to_string(sm.wHour) + to_string(sm.wMinute) + to_string(sm.wSecond) + to_string(sm.wMilliseconds)
+ "_" + to_string(sm.wDay) + to_string(sm.wMonth) + to_string(sm.wYear);
path = /*path + "/" +*/ name + ".bmp";
const char *charPath = path.c_str();
BITMAPINFO bmi;
auto& hdr = bmi.bmiHeader;
hdr.biSize = sizeof(bmi.bmiHeader);
hdr.biWidth = screenWidth;
hdr.biHeight = screenHeight;
hdr.biPlanes = 1;
hdr.biBitCount = 32;
hdr.biCompression = BI_RGB;
hdr.biSizeImage = 0;
hdr.biXPelsPerMeter = 0;
hdr.biYPelsPerMeter = 0;
hdr.biClrUsed = 0;
hdr.biClrImportant = 0;
unsigned char* bitmapBits;
HDC hdc = GetDC(NULL);
HDC hBmpDc = CreateCompatibleDC(hdc);
BITMAP bm;
HBITMAP hBmp = CreateDIBSection(hdc, &bmi, DIB_RGB_COLORS, (void**)&bitmapBits, nullptr, 0);
SelectObject(hBmpDc, hBmp);
BitBlt(hBmpDc, 0, 0, screenWidth, 1024, hdc, 0, 0, SRCCOPY);
vector< unsigned char > buf(screenWidth* screenHeight* 3);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, screenWidth, screenHeight, GL_RGB, GL_UNSIGNED_BYTE, bitmapBits);
int texture = SOIL_save_image(charPath, SOIL_SAVE_TYPE_BMP, screenWidth, screenHeight, 3, bitmapBits);
return texture;
}
关于输出我得到这个:
Broken BMP
它看起来像 RGBA/RGB 问题,但我没有在任何地方设置 RGBA。 我在代码中遗漏了什么?截图的正确方式是?
您创建了 32 bpp 图像,但是将 3 传递给 SOIL_save_image
表示它是 24 bpp 图像。