BMP的完整屏幕截图.与块状和保存有关的问题



我想截取部分屏幕并将其保存到BMP中。为了保存图片,我计划与土壤。我在这里得到的位块功能。

法典:

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;
}

在输出时,我得到这个:

破碎的 BMP

它看起来像 RGBA/RGB 问题,但我没有设置 RGBA 无处可去。我在代码中遗漏了什么?这是获取屏幕截图的正确方法吗?

您创建 32 bpp 图像,但是将 3 传递给 SOIL_save_image 表示它是 24 bpp 图像。

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