I'm using this function to make a screenshot of a window. It works fine but at games like Minecraft it's zoomed in.
Normal
Screenshot
cv::Mat getMat(HWND hWND) {
HDC deviceContext = GetDC(hWND);
HDC memoryDeviceContext = CreateCompatibleDC(deviceContext);
RECT windowRect;
GetClientRect(hWND, &windowRect);
int height = windowRect.bottom;
int width = windowRect.right;
HBITMAP bitmap = CreateCompatibleBitmap(deviceContext, width, height);
SelectObject(memoryDeviceContext, bitmap);
//copy data into bitmap
BitBlt(memoryDeviceContext, 0, 0, width, height, deviceContext, 0, 0, SRCCOPY);
//specify format by using bitmapinfoheader!
BITMAPINFOHEADER bi;
bi.biSize = sizeof(BITMAPINFOHEADER);
bi.biWidth = width;
bi.biHeight = -height;
bi.biPlanes = 1;
bi.biBitCount = 32;
bi.biCompression = BI_RGB;
bi.biSizeImage = 0; //because no compression
bi.biXPelsPerMeter = 1;
bi.biYPelsPerMeter = 2;
bi.biClrUsed = 3;
bi.biClrImportant = 4;
cv::Mat mat = cv::Mat(height, width, CV_8UC4); // 8 bit unsigned ints 4 Channels -> RGBA
//transform data and store into mat.data
GetDIBits(memoryDeviceContext, bitmap, 0, height, mat.data, (BITMAPINFO*)&bi, DIB_RGB_COLORS);
//clean up!
DeleteObject(bitmap);
DeleteDC(memoryDeviceContext); //delete not release!
ReleaseDC(hWND, deviceContext);
return mat;
}
According to the documentation, windowRect.bottom is not the height. Or windowRect.right is not the width. https://learn.microsoft.com/en-us/windows/win32/api/windef/ns-windef-rect
So, you should do something like this:
int height = windowRect.bottom - windowRect.top;
int width = windowRect.right - windowRect.left;
EDIT1:
I have found an issue similar to yours. Maybe it could help you as well.
ClientRect mysteriously smaller than WindowRect?
Cheers.
Related
Good afternoon.
At the moment I cannot find information on how to record video from the screen using opencv + cuda at 64 fps. I have some code that uses cpu but not gpu, so it's about 25 fps. Please help me find information.
#include <iostream>
#include <opencv2/opencv.hpp>
#include <opencv2/cudaarithm.hpp>
#include <opencv2/video.hpp>
#include "opencv2/imgproc.hpp"
#include "opencv2/highgui.hpp"
#include <Windows.h>
using namespace std;
using namespace cv;
using namespace cv::cuda;
Mat hwnd2mat(HWND hwnd)
{
HDC hwindowDC, hwindowCompatibleDC;
int height, width, srcheight, srcwidth;
HBITMAP hbwindow;
Mat src;
BITMAPINFOHEADER bi;
hwindowDC = GetDC(hwnd);
hwindowCompatibleDC = CreateCompatibleDC(hwindowDC);
SetStretchBltMode(hwindowCompatibleDC, COLORONCOLOR);
RECT windowsize; // get the height and width of the screen
GetClientRect(hwnd, &windowsize);
srcheight = windowsize.bottom;
srcwidth = windowsize.right;
height = windowsize.bottom / 1; //change this to whatever size you want to resize to
width = windowsize.right / 1;
src.create(height, width, CV_8UC4);
// create a bitmap
hbwindow = CreateCompatibleBitmap(hwindowDC, width, height);
bi.biSize = sizeof(BITMAPINFOHEADER); //http://msdn.microsoft.com/en-us/library/windows/window/dd183402%28v=vs.85%29.aspx
bi.biWidth = width;
bi.biHeight = -height; //this is the line that makes it draw upside down or not
bi.biPlanes = 1;
bi.biBitCount = 32;
bi.biCompression = BI_RGB;
bi.biSizeImage = 0;
bi.biXPelsPerMeter = 0;
bi.biYPelsPerMeter = 0;
bi.biClrUsed = 0;
bi.biClrImportant = 0;
// use the previously created device context with the bitmap
SelectObject(hwindowCompatibleDC, hbwindow);
// copy from the window device context to the bitmap device context
StretchBlt(hwindowCompatibleDC, 0, 0, width, height, hwindowDC, 0, 0, srcwidth, srcheight, SRCCOPY); //change SRCCOPY to NOTSRCCOPY for wacky colors !
GetDIBits(hwindowCompatibleDC, hbwindow, 0, height, src.data, (BITMAPINFO*)&bi, DIB_RGB_COLORS); //copy from hwindowCompatibleDC to hbwindow
// avoid memory leak
DeleteObject(hbwindow);
DeleteDC(hwindowCompatibleDC);
ReleaseDC(hwnd, hwindowDC);
return src;
}
int main(int argc, char** argv)
{
HWND hwndDesktop = GetDesktopWindow();
//namedWindow("output", WINDOW_NORMAL);
int key = 0;
while (1)
{
Mat src = hwnd2mat(hwndDesktop);
// you can do some image processing here
imshow("output", src);
key = waitKey(1);
}
}
how to record video from desktop at 64 fps?
I tried to replace MAT with UMAT, which uses mostly gpu, but unfortunately it didn't work because of this function:
GetDIBits(hwindowCompatibleDC, hbwindow, 0, height, src.data, (BITMAPINFO*)&bi, DIB_RGB_COLORS);
Because the UMAT class has no variable data.
Edit:
Good afternoon, I updated the hwnd2mat function for gpu, but it gives me a black screen for some reason. Help me please.
UMat hwnd2mat(HWND hwnd)
{
HDC hwindowDC, hwindowCompatibleDC;
int height, width, srcheight, srcwidth;
HBITMAP hbwindow;
UMat src;
BITMAPINFOHEADER bi;
hwindowDC = GetDC(hwnd);
hwindowCompatibleDC = CreateCompatibleDC(hwindowDC);
SetStretchBltMode(hwindowCompatibleDC, COLORONCOLOR);
RECT windowsize; // get the height and width of the screen
GetClientRect(hwnd, &windowsize);
srcheight = windowsize.bottom;
srcwidth = windowsize.right;
height = windowsize.bottom / 1; //change this to whatever size you want to resize to
width = windowsize.right / 1;
src.create(height, width, CV_8UC4);
// create a bitmap
hbwindow = CreateCompatibleBitmap(hwindowDC, width, height);
bi.biSize = sizeof(BITMAPINFOHEADER); //http://msdn.microsoft.com/en-us/library/windows/window/dd183402%28v=vs.85%29.aspx
bi.biWidth = width;
bi.biHeight = -height; //this is the line that makes it draw upside down or not
bi.biPlanes = 1;
bi.biBitCount = 32;
bi.biCompression = BI_RGB;
bi.biSizeImage = 0;
bi.biXPelsPerMeter = 0;
bi.biYPelsPerMeter = 0;
bi.biClrUsed = 0;
bi.biClrImportant = 0;
// use the previously created device context with the bitmap
SelectObject(hwindowCompatibleDC, hbwindow);
// copy from the window device context to the bitmap device context
StretchBlt(hwindowCompatibleDC, 0, 0, width, height, hwindowDC, 0, 0, srcwidth, srcheight, SRCCOPY); //change SRCCOPY to NOTSRCCOPY for wacky colors !
GetDIBits(hwindowCompatibleDC, hbwindow, 0, height, src.u->data, (BITMAPINFO*)&bi, DIB_RGB_COLORS); //copy from hwindowCompatibleDC to hbwindow
// avoid memory leak
DeleteObject(hbwindow);
DeleteDC(hwindowCompatibleDC);
ReleaseDC(hwnd, hwindowDC);
return src;
}
CUDA helps to accelerate processing functions, but cannot help in accelerating capture of desktop. In this case, bottleneck is the blit API you are using to capture the screen (GetDIBits). Since you seem to be having a Nvidia GPU, you should look at OS/driver level alternatives like mentioned here (https://developer.nvidia.com/capture-sdk).
In C++, I want to create a simple transparent image with Gdiplus and save it as a png. I have the following code:
// These variables are class members and got initialized and are used elsewhere
BITMAPINFO bmi;
HDC hdc;
void* pvBits;
ZeroMemory(&bmi, sizeof(BITMAPINFO));
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = some_width;
bmi.bmiHeader.biHeight = some_height;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32;
bmi.bmiHeader.biCompression = BI_RGB;
bmi.bmiHeader.biSizeImage = ((((bmi.bmiHeader.biWidth * bmi.bmiHeader.biBitCount) + 31) & ~31) >> 3) * bmi.bmiHeader.biHeight;
HBITMAP hBM = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, &pvBits, NULL, 0x0);
FillMemory(pvBits, bmi.bmiHeader.biSizeImage, 255);
HGDIOBJ oldObj = SelectObject(hDC, hBM);
ReleaseDC(NULL, hDC);
GdiFlush();
GdiPlusBitmap* bitmap = new Gdiplus::Bitmap(&bmi, pvBits);
When I save the image to png, I can see that there is an alpha channel, but its set to 0, so nothing transparent (RGB is all set). I also tried changing the 255 to 0, but that only gives me a black image with no transpirancy. Why is the Fillmemory call not filling the alpha channel, or am I missing something else?
FillMemory(pvBits, bmi.bmiHeader.biSizeImage, 255) will fill the memory with solid white color. If you write over the image with GDI functions, the alpha values remain unchanged. You won't see any transparency even if the file supports it.
To create 32-bit image you only need Gdiplus::Bitmap(w, h, PixelFormat32bppARGB). There is no need for BITMAPINFO and CreateDIBSection
If you mix GDI+ with GDI functions, you may want to reset alpha after writing with GDI functions. For example:
void test()
{
int w = 100;
int h = 100;
int bitcount = 32;
int size = ((((w * bitcount) + 31) & ~31) >> 3) * h;
BITMAPINFO bmi = { 0 };
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = w;
bmi.bmiHeader.biHeight = -h;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = bitcount;
bmi.bmiHeader.biCompression = BI_RGB;
bmi.bmiHeader.biSizeImage = size;
HDC hdc = GetDC(0);
BYTE* pvBits = NULL;
HBITMAP hbitmap = CreateDIBSection(hdc, &bmi, DIB_RGB_COLORS,
(void**)&pvBits, NULL, 0x0);
FillMemory(pvBits, size, 0);
auto memdc = CreateCompatibleDC(hdc);
auto oldbmp = SelectObject(memdc, hbitmap);
SetBkColor(memdc, RGB(255, 0, 0));
TextOut(memdc, 0, 0, L"123", 3);
//GDI cleanup, don't delete hbitmap yet
SelectObject(memdc, oldbmp);
DeleteDC(memdc);
ReleaseDC(0, hdc);
//make the non-zero colors transparent:
for(int i = 0; i < size; i += 4)
{
int n = *(int*)(pvBits + i);
if (n != 0)
pvBits[i + 3] = 255;
}
CLSID clsid_png;
CLSIDFromString(L"{557cf406-1a04-11d3-9a73-0000f81ef32e}", &clsid_png);
Gdiplus::Bitmap* bitmap = new Gdiplus::Bitmap(w, h, PixelFormat32bppARGB);
Gdiplus::BitmapData data;
bitmap->LockBits(&Gdiplus::Rect(0, 0, w, h),
Gdiplus::ImageLockModeWrite, PixelFormat32bppARGB, &data);
memcpy(data.Scan0, pvBits, size);
bitmap->UnlockBits(&data);
//safe to delete hbitmap
DeleteObject(hbitmap);
bitmap->Save(L"test.png", &clsid_png);
delete bitmap;
}
Your code suffers from the same hdc problems as in previous question. A filling image with 0 should give a completely transparent black image as expected.
But I think it would be simpler to create bitmap directly specifying dimensions and pixel format and set content later:
Gdiplus::Bitmap* bitmap = new Gdiplus::Bitmap(width, height, PixelFormat32bppARGB);
In transparent images, the value 0 means "full transparent" and 255 means
"full opaque".
I use this standard sample to grab screen with opencv. It works correctly if my font size in control panel is 100%:
Mat hwnd2mat(HWND hwnd) {
HDC hwindowDC, hwindowCompatibleDC;
int height, width, srcheight, srcwidth;
HBITMAP hbwindow;
Mat src;
BITMAPINFOHEADER bi;
hwindowDC = GetDC(hwnd);
hwindowCompatibleDC = CreateCompatibleDC(hwindowDC);
SetStretchBltMode(hwindowCompatibleDC, COLORONCOLOR);
RECT windowsize; // get the height and width of the screen
GetClientRect(hwnd, &windowsize);
srcheight = windowsize.bottom;
srcwidth = windowsize.right;
height = windowsize.bottom / 1; //change this to whatever size you want to resize to
width = windowsize.right / 1;
src.create(height, width, CV_8UC4);
// create a bitmap
hbwindow = CreateCompatibleBitmap(hwindowDC, width, height);
bi.biSize = sizeof(BITMAPINFOHEADER); //http://msdn.microsoft.com/en-us/library/windows/window/dd183402%28v=vs.85%29.aspx
bi.biWidth = width;
bi.biHeight = -height; //this is the line that makes it draw upside down or not
bi.biPlanes = 1;
bi.biBitCount = 32;
bi.biCompression = BI_RGB;
bi.biSizeImage = 0;
bi.biXPelsPerMeter = 0;
bi.biYPelsPerMeter = 0;
bi.biClrUsed = 0;
bi.biClrImportant = 0;
SelectObject(hwindowCompatibleDC, hbwindow);
StretchBlt(hwindowCompatibleDC, 0, 0, width, height, hwindowDC, 0, 0, srcwidth, srcheight, SRCCOPY); //change SRCCOPY to NOTSRCCOPY for wacky colors !
GetDIBits(hwindowCompatibleDC, hbwindow, 0, height, src.data, (BITMAPINFO *)&bi, DIB_RGB_COLORS); //copy from hwindowCompatibleDC to hbwindow
DeleteObject(hbwindow);
DeleteDC(hwindowCompatibleDC);
ReleaseDC(hwnd, hwindowDC);
return src;
}
int main() {
HWND hwndDesktop = GetDesktopWindow();
Mat src = hwnd2mat(hwndDesktop);
imwrite("output.bmp", src);
return 0;
}
But if I enable large fonts (on Windows 10 at least), then it gives me only upper left corner of the screen:
how can I fix that?
I think you need to mark application as HighDpi-aware by creating corresponding manifest entry. Otherwise your application will deal with DPI virtualization.
Another solution might be calling SetProcessDPIAware() in the beginning of your program. Helped me.
I create a MAT from a given hWnd
cv::Mat hwnd2mat(HWND hwnd) {
HDC hwindowDC, hwindowCompatibleDC;
int height, width, srcheight, srcwidth;
HBITMAP hbwindow;
cv::Mat src;
BITMAPINFOHEADER bi;
hwindowDC = GetDC(hwnd);
hwindowCompatibleDC = CreateCompatibleDC(hwindowDC);
SetStretchBltMode(hwindowCompatibleDC, COLORONCOLOR);
RECT windowsize; // get the height and width of the screen
GetClientRect(hwnd, &windowsize);
srcheight = windowsize.bottom;
srcwidth = windowsize.right;
height = windowsize.bottom;
width = windowsize.right;
src.create(height, width, CV_8UC4);
// create a bitmap
hbwindow = CreateCompatibleBitmap(hwindowDC, width, height);
bi.biSize = sizeof(BITMAPINFOHEADER); //http://msdn.microsoft.com/en-us/library/windows/window/dd183402%28v=vs.85%29.aspx
bi.biWidth = width;
bi.biHeight = -height; //this is the line that makes it draw upside down or not
bi.biPlanes = 1;
bi.biBitCount = 32;
bi.biCompression = BI_RGB;
bi.biSizeImage = 0;
bi.biXPelsPerMeter = 0;
bi.biYPelsPerMeter = 0;
bi.biClrUsed = 0;
bi.biClrImportant = 0;
// use the previously created device context with the bitmap
SelectObject(hwindowCompatibleDC, hbwindow);
// copy from the window device context to the bitmap device context
StretchBlt(hwindowCompatibleDC, 0, 0, width, height, hwindowDC, 0, 0, srcwidth, srcheight, SRCCOPY); //change SRCCOPY to NOTSRCCOPY for wacky colors !
GetDIBits(hwindowCompatibleDC, hbwindow, 0, height, src.data, (BITMAPINFO *)&bi, DIB_RGB_COLORS); //copy from hwindowCompatibleDC to hbwindow
// avoid memory leak
DeleteObject(hbwindow); DeleteDC(hwindowCompatibleDC); ReleaseDC(hwnd, hwindowDC);
return src;
}
And I try to load the images to run the template matching algorithm.
However, when I try to imgdecode I get img = NULL. If I save the file to a png and read it afterwards, it's working.
I even tried to use the different flags to read the image.
cv::Mat resMat = hwnd2mat(blueStackshWnd);
cv::imwrite("foo.png", resMat);
img = cv::imdecode(resMat, cv::IMREAD_GRAYSCALE);
//img = cv::imread("fuck.png", cv::IMREAD_COLOR);
templ = cv::imread("images\\giant.png", cv::IMREAD_GRAYSCALE);
Here is a screenshot while debugging
EDIT:
When assigning the ret value of hwnd2mat to img I get the following error
error: (-215) (depth == 0 || depth == 5) && type == _templ.type() && _img.dims() <= 2 in function cv... ...} ...} const cv::Exception &
Need to convert a color bitmap to a grey scale. Here is the approach:
HDC hdcWindow = GetDC(hWnd);
HBITMAP hDIBBitmap;
{
// Create a compatible DC which is used in a BitBlt from the window DC
HDC hdcMemDC = CreateCompatibleDC(hdcWindow);
SelectObject(hdcMemDC, bmHatch);
BITMAPINFO bmi;
memset(&bmi, 0, sizeof(BITMAPINFO));
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = bm.bmWidth;
bmi.bmiHeader.biHeight = bm.bmHeight; // top-down
bmi.bmiHeader.biPlanes = bm.bmPlanes;
bmi.bmiHeader.biBitCount = bm.bmBitsPixel;
UINT* pBits;
HBITMAP hDIBBitmap = CreateDIBSection(hdcMemDC, &bmi, DIB_RGB_COLORS, (void**)&pBits, NULL, NULL);
for (int i = 0; i < bm.bmWidth; i++) {
for (int j = 0; j < bm.bmHeight; j++) {
UINT val = pBits[i + j * bm.bmWidth];
if (val != 0)
{
COLORREF clr = val;
UINT newVal = (GetRValue(clr) + GetBValue(clr) + GetGValue(clr)) / 3;
pBits[i + j * bm.bmWidth] = newVal;
}
}
}
SelectObject(hdcMemDC, hDIBBitmap);
// draw content of memory bitmap in the window
BitBlt(hdcWindow, 0, 0, bm.bmWidth, bm.bmHeight, hdcMemDC, 0, 0, SRCCOPY);
DeleteObject(hDIBBitmap);
DeleteDC(hdcMemDC);
}
ReleaseDC(hWnd, hdcWindow);
In the above code sample, the input bitmap is given by bm which is a Bitmap instance.
Created a compatible DC. Loaded the bitmap into using the selectObject statement.
Then wanted to change the bits by creating the DIB section for traversing the bitmap values. After changing the values, the hDIBBitmap is selected and then finally drawing using the BitBlt function.
When I comment out the following line, I can see the original bitmap rendered correctly:
SelectObject(hdcMemDC, hDIBBitmap);
What I observed was the pBits is always 0 and hence the transformed gray scale image is not being rendered and instead getting a black picture.
Please advise on what is wrong with this approach.
CreateDIBSection is creating a blank bitmap with that usage. None of the bits from the original bitmap are used. If you paint it you get a black bitmap.
If you comment out SelectObject(hdcMemDC, hDIBBitmap) then this new hDIBBitmap is ignored as well. You print the original bitmap which was selected in device context earlier: SelectObject(hdcMemDC, bmHatch)
To convert HBITMAP to gray scale use the following code. Note this will not work for palette bitmaps.
Converting 24-bit or 32-bit HBITMAP to grayscale:
void grayscale(HBITMAP hbitmap)
{
BITMAP bm;
GetObject(hbitmap, sizeof(bm), &bm);
if(bm.bmBitsPixel < 24)
{
DebugBreak();
return;
}
HDC hdc = GetDC(HWND_DESKTOP);
DWORD size = ((bm.bmWidth * bm.bmBitsPixel + 31) / 32) * 4 * bm.bmHeight;
BITMAPINFO bmi
{sizeof(BITMAPINFOHEADER),bm.bmWidth,bm.bmHeight,1,bm.bmBitsPixel,BI_RGB,size};
int stride = bm.bmWidth + (bm.bmWidth * bm.bmBitsPixel / 8) % 4;
BYTE *bits = new BYTE[size];
GetDIBits(hdc, hbitmap, 0, bm.bmHeight, bits, &bmi, DIB_RGB_COLORS);
for(int y = 0; y < bm.bmHeight; y++) {
for(int x = 0; x < stride; x++) {
int i = (x + y * stride) * bm.bmBitsPixel / 8;
BYTE gray = BYTE(0.1 * bits[i+0] + 0.6 * bits[i+1] + 0.3 * bits[i+2]);
bits[i+0] = bits[i+1] = bits[i+2] = gray;
}
}
SetDIBits(hdc, hbitmap, 0, bm.bmHeight, bits, &bmi, DIB_RGB_COLORS);
ReleaseDC(HWND_DESKTOP, hdc);
delete[]bits;
}
Usage
//convert to grayscale
//this should be called once
grayscale(hbitmap);
//paint image
HDC memdc = CreateCompatibleDC(hdc);
HBITMAP oldbmp = SelectObject(memdc, hbitmap);
BITMAP bm;
GetObject(hbitmap, sizeof(bm), &bm);
BitBlt(hdc, 0, 0, bm.bmWidth, bm.bmHeight, memdc, 0, 0, SRCCOPY);
...