Reidar Lange Posted October 29, 2004 Posted October 29, 2004 (edited) Screenshot from directX in C#. SOLVED! In c++ there is a nice way of geting and saving a screenshot. Does anyone know how to do this in C#. The problem is that ther is no equivalent to the C++ D3DXSaveSurfaceToFile() in C#. I have found som C++ code that gos like this: HRESULT CMyD3DApplication::Screenshot( char* filename ) { HRESULT hr; D3DDISPLAYMODE dmCurrent; LPDIRECT3DSURFACE9 pSurface = NULL; if ( !m_pd3dDevice ) return E_FAIL; ///////////////////////////////// // QUERY CURRENT WINDOW MODE // ///////////////////////////////// hr = m_pd3dDevice->GetDisplayMode( 0, &dmCurrent ); if ( FAILED( hr ) ) { return( hr ); } //////////////////////////////////////// // CREATE SUFACE SAME SIZE AS WINDOW // //////////////////////////////////////// hr = m_pd3dDevice->CreateOffscreenPlainSurface( dmCurrent.Width, dmCurrent.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &pSurface, NULL ); if ( FAILED( hr ) ) { return( hr ); } ////////////////////////////////////////////////////////////////// // COPY FRONTBUFFER INTO SURFACE (WE CANT TOUCH IT DIRECTLY) // ////////////////////////////////////////////////////////////////// hr = m_pd3dDevice->GetFrontBufferData( 0, pSurface ); if ( FAILED( hr ) ) { pSurface->Release(); return( hr ); } ////////////////////////////// // OUTPUT SURFACE TO BMP // ////////////////////////////// hr = D3DXSaveSurfaceToFile( filename, D3DXIFF_BMP, pSurface, NULL, NULL ); pSurface->Release(); return hr; } The C# version will look like this: Surface renderTarget = null; Surface destTarget = null; renderTarget = device.GetRenderTarget(0); destTarget = device.CreateOffscreenPlainSurface(ClientRectangle.Width,ClientRectangle.Height,graphicsSettings.WindowedDisplayMode.Format,Pool.SystemMemory); device.GetRenderTargetData(renderTarget,destTarget); // Now we are ready to save, but how ????????? Edited October 29, 2004 by Reidar Lange Quote
*Experts* mutant Posted October 29, 2004 *Experts* Posted October 29, 2004 You can save a surface to a file by using the TextureLoader's Save method. Add a reference to Microsoft.DirectX.Direct3DX and it should be available in the Direct3D namespace. Quote
Reidar Lange Posted October 29, 2004 Author Posted October 29, 2004 (edited) You are hereby declared as HERO You can save a surface to a file by using the TextureLoader's Save method. Add a reference to Microsoft.DirectX.Direct3DX and it should be available in the Direct3D namespace. I was not able to make TextureLoader work but you put me on the track that lead me right to the solution! Here is the code that takes a snapshot from the current suface and saves it to the disk (can be executed before Device.Present()): ------------------------------------------------------------------------------------------- Surface renderTarget = device.GetRenderTarget(0); Surface destTarget = device.CreateOffscreenPlainSurface(ClientRectangle.Width,ClientRectangle.Height,graphicsSettings.WindowedDisplayMode.Format,Pool.SystemMemory); device.GetRenderTargetData(renderTarget,destTarget); SurfaceLoader.Save(@"c:\temp\test.bmp",ImageFileFormat.Bmp,destTarget); ------------------------------------------------------------------------------------------- You have saved my day!!!!!!!!!!!!!!! Edited October 29, 2004 by Reidar Lange Quote
*Experts* mutant Posted October 30, 2004 *Experts* Posted October 30, 2004 Sorry I got the words mixed, I should have said SurfaceLoader. :) Quote
Reidar Lange Posted October 30, 2004 Author Posted October 30, 2004 OK, but thanks anyway. By the way; I have found out that the code example can be simplified: Surface renderTarget = device.GetRenderTarget(0); SurfaceLoader.Save(@"c:\temp\test.bmp",ImageFileFormat.Bmp,renderTarget); I said earlier that the code could be executed before device.Present(). Infact it should be.... You do not know how many hours I have spent in search for this solution. Just look at the beauty. It realy is quite different than the c++ sniplet I started out with. Quote
Goose Posted February 3, 2006 Posted February 3, 2006 Render to memory Thanks for this tip, that was very useful for writing to file. Is there a similar trick to writing directly to memory, say to a Bitmap? Thanks Quote
Nate Bross Posted February 3, 2006 Posted February 3, 2006 See this thread, posted a few days ago http://www.xtremedotnettalk.com/showthread.php?t=95458 Quote ~Nate� ___________________________________________ Please use the [vb]/[cs] tags on posted code. Please post solutions you find somewhere else. Follow me on Twitter here.
v8maro Posted February 24, 2009 Posted February 24, 2009 i am trying to do something similar to this, however i want to capture from a game thats already running from my c# application, how can I do this? Quote
Nate Bross Posted February 24, 2009 Posted February 24, 2009 This method uses alot of unmanaged code, but will probably be very fast: http://www.developerfusion.com/code/4630/capture-a-screen-shot/ This code will get the image into a BitmatpSource (for use with WPF .Net 3.0/5) Bitmap bmpScreenshot; Graphics gfxScreenshot; // Hide the form so that it does not appear in the screenshot this.Hide(); System.Threading.Thread.Sleep(1); // Set the bitmap object to the size of the screen bmpScreenshot = new Bitmap((int)System.Windows.SystemParameters.PrimaryScreenWidth, (int)System.Windows.SystemParameters.PrimaryScreenHeight, System.Drawing.Imaging.PixelFormat.Format32bppArgb); // Create a graphics object from the bitmap gfxScreenshot = Graphics.FromImage(bmpScreenshot); // Take the screenshot from the upper left corner to the right bottom corner gfxScreenshot.CopyFromScreen(0, 0, 0, 0, new System.Drawing.Size((int)System.Windows.SystemParameters.PrimaryScreenWidth,(int)System.Windows.SystemParameters.PrimaryScreenHeight), CopyPixelOperation.SourceCopy); // Save the screenshot to the specified path that the user has chosen BitmapSource bitmapSource = System.Windows.Interop.Imaging.CreateBitmapSourceFromHBitmap(bmpScreenshot.GetHbitmap(), IntPtr.Zero, Int32Rect.Empty, BitmapSizeOptions.FromEmptyOptions()); imx.Source = bitmapSource; //bmpScreenshot.Save(saveScreenshot.FileName, ImageFormat.Png); // Show the form again this.Show(); Otherwise, this code will probably work if you just want a Bitmap object: Bitmap bmpScreenshot; Graphics gfxScreenshot; // Hide the form so that it does not appear in the screenshot this.Hide(); System.Threading.Thread.Sleep(1); // Set the bitmap object to the size of the screen bmpScreenshot = new Bitmap((int)System.Windows.SystemParameters.PrimaryScreenWidth, (int)System.Windows.SystemParameters.PrimaryScreenHeight, System.Drawing.Imaging.PixelFormat.Format32bppArgb); // Create a graphics object from the bitmap gfxScreenshot = Graphics.FromImage(bmpScreenshot); // Take the screenshot from the upper left corner to the right bottom corner gfxScreenshot.CopyFromScreen(0, 0, 0, 0, new System.Drawing.Size((int)System.Windows.SystemParameters.PrimaryScreenWidth,(int)System.Windows.SystemParameters.PrimaryScreenHeight), CopyPixelOperation.SourceCopy); this.Show(); Quote ~Nate� ___________________________________________ Please use the [vb]/[cs] tags on posted code. Please post solutions you find somewhere else. Follow me on Twitter here.
v8maro Posted July 23, 2009 Posted July 23, 2009 This method uses alot of unmanaged code, but will probably be very fast: http://www.developerfusion.com/code/4630/capture-a-screen-shot/ This code will get the image into a BitmatpSource (for use with WPF .Net 3.0/5) Bitmap bmpScreenshot; Graphics gfxScreenshot; // Hide the form so that it does not appear in the screenshot this.Hide(); System.Threading.Thread.Sleep(1); // Set the bitmap object to the size of the screen bmpScreenshot = new Bitmap((int)System.Windows.SystemParameters.PrimaryScreenWidth, (int)System.Windows.SystemParameters.PrimaryScreenHeight, System.Drawing.Imaging.PixelFormat.Format32bppArgb); // Create a graphics object from the bitmap gfxScreenshot = Graphics.FromImage(bmpScreenshot); // Take the screenshot from the upper left corner to the right bottom corner gfxScreenshot.CopyFromScreen(0, 0, 0, 0, new System.Drawing.Size((int)System.Windows.SystemParameters.PrimaryScreenWidth,(int)System.Windows.SystemParameters.PrimaryScreenHeight), CopyPixelOperation.SourceCopy); // Save the screenshot to the specified path that the user has chosen BitmapSource bitmapSource = System.Windows.Interop.Imaging.CreateBitmapSourceFromHBitmap(bmpScreenshot.GetHbitmap(), IntPtr.Zero, Int32Rect.Empty, BitmapSizeOptions.FromEmptyOptions()); imx.Source = bitmapSource; //bmpScreenshot.Save(saveScreenshot.FileName, ImageFormat.Png); // Show the form again this.Show(); Otherwise, this code will probably work if you just want a Bitmap object: Bitmap bmpScreenshot; Graphics gfxScreenshot; // Hide the form so that it does not appear in the screenshot this.Hide(); System.Threading.Thread.Sleep(1); // Set the bitmap object to the size of the screen bmpScreenshot = new Bitmap((int)System.Windows.SystemParameters.PrimaryScreenWidth, (int)System.Windows.SystemParameters.PrimaryScreenHeight, System.Drawing.Imaging.PixelFormat.Format32bppArgb); // Create a graphics object from the bitmap gfxScreenshot = Graphics.FromImage(bmpScreenshot); // Take the screenshot from the upper left corner to the right bottom corner gfxScreenshot.CopyFromScreen(0, 0, 0, 0, new System.Drawing.Size((int)System.Windows.SystemParameters.PrimaryScreenWidth,(int)System.Windows.SystemParameters.PrimaryScreenHeight), CopyPixelOperation.SourceCopy); this.Show(); this works on everything except vista32, with a dx10 card. What gives with that??? I just get a black screen! Quote
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