I'm building the dialog-based MFC application.
When I click the Button then I can choose the image from the file explorer and that image is also loaded into cv::imread(). And also shows in the Picture Control.
I can load and show an image in the Picture Control with the following code.
void CMFCApplication3Dlg::OnBnClickedButton1()
{
cv::Mat src = cv::imread("D:/source/repos/Testing_Photos/Large/cavalls.png");
Display(src);
}
But not with the following code.
void CMFCApplication3Dlg::OnBnClickedButton1()
{
TCHAR szFilter[] = _T("PNG (*.png)|*.png|JPEG (*.jpg)|*.jpg|Bitmap (*.bmp)|*.bmp||");
CFileDialog dlg(TRUE, NULL, NULL, OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT, szFilter, AfxGetMainWnd());
if (dlg.DoModal() == IDC_BUTTON1)
{
CString cstrImgPath = dlg.GetPathName();
CT2CA pszConvertedAnsiString(cstrImgPath);
std::string strStd(pszConvertedAnsiString);
cv::Mat src = cv::imread(strStd);
Display(src);
}
}
And the following is the "Display" function.
void CMFCApplication3Dlg::Display(cv::Mat& mat) {
CStatic * PictureB = (CStatic *)GetDlgItem(IDC_STATIC);
CWnd* cwn = (CWnd *)GetDlgItem(IDC_STATIC);
CDC* wcdc = cwn->GetDC();
HDC whdc = wcdc->GetSafeHdc();
RECT rec;
cwn->GetClientRect(&rec);
cv::Size matSize;
matSize = cv::Size(rec.right, rec.bottom);
BITMAPINFO bitmapinfo;
bitmapinfo.bmiHeader.biBitCount = 24;
bitmapinfo.bmiHeader.biWidth = mat.cols;
bitmapinfo.bmiHeader.biHeight = -mat.rows;
bitmapinfo.bmiHeader.biPlanes = 1;
bitmapinfo.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bitmapinfo.bmiHeader.biCompression = BI_RGB;
bitmapinfo.bmiHeader.biClrImportant = 0;
bitmapinfo.bmiHeader.biClrUsed = 0;
bitmapinfo.bmiHeader.biSizeImage = 0;
bitmapinfo.bmiHeader.biXPelsPerMeter = 0;
bitmapinfo.bmiHeader.biYPelsPerMeter = 0;
StretchDIBits(
whdc,
0, 0,
matSize.width, matSize.height,
0, 0,
mat.cols, mat.rows,
mat.data,
&bitmapinfo,
DIB_RGB_COLORS,
SRCCOPY
);
}
I am very new to MFC and I really don't have any idea where I'm wrong.
Please help me!
Thank you.
This is not the correct method to paint. The picture will be erased every time there is a paint request.
That's what happens with CFileDialog which forces another repaint immediately after you paint the image. You have to respond to OnPaint or OnDrawItem, or use CStatic::SetBitmap as noted in comment.
You can do this with CImage class, there is no need for OpenCV:
CImage img;
if(S_OK == img.Load(L"unicode.jpg"))
{
CStatic *control = (CStatic*)GetDlgItem(IDC_STATIC);
control->ModifyStyle(0, SS_BITMAP);
auto oldbmp = control->SetBitmap(img.Detach());
if(oldbmp)
DeleteObject(oldbmp);
}
Or you can use OpenCV to create HBITMAP handle.
Note that OpenCV does not handle Unicode filenames. CW2A converts Unicode to ANSI character encoding. This fails if one or more code points cannot be represented in the currently active code page. To work around it, we can open the file with CFile or std::ifstream, read it as binary, then open with cv::imdecode instead. Example:
//open the file from unicode path:
const wchar_t *filename = L"unicode.jpg";
std::ifstream fin(filename, std::ios::binary);
if(!fin.good())
return;
//read from memory
std::vector<char> vec(std::istreambuf_iterator<char>(fin), {});
cv::Mat src = cv::imdecode(vec, cv::IMREAD_COLOR);
if(!src.data)
return;
//create hbitmap
BITMAPINFOHEADER bi = { sizeof(bi), src.cols, -src.rows, 1, 24 };
CClientDC dc(this);
auto hbmp = CreateDIBitmap(dc, &bi, CBM_INIT, src.data, (BITMAPINFO*)&bi, 0);
//send hbitmap to control
auto control = (CStatic*)GetDlgItem(IDC_STATIC);
auto oldbmp = control->SetBitmap(hbmp);
if (oldbmp)
DeleteObject(oldbmp);
Related
I am aware that there are already a few questions asking this or similar things and I dived into a few of them, but without any success.
I try to capture a "screenshot" of my display using the Desktop duplication API and process pixeldata of it. Later I would like to do that at least 30 times/second, but thats a different case.
For now, I tried the example of microsoft: https://github.com/microsoftarchive/msdn-code-gallery-microsoft/tree/master/Official%20Windows%20Platform%20Sample/DXGI%20desktop%20duplication%20sample
I successfully saved a picture of the screen and accessed the pixel data with that code.
DirectX::ScratchImage image;
hr = DirectX::CaptureTexture(m_Device, m_DeviceContext, m_AcquiredDesktopImage, image);
hr = DirectX::SaveToDDSFile(image.GetImages(), image.GetImageCount(), image.GetMetadata(), DirectX::DDS_FLAGS_NONE, L"test.dds");
uint8_t* pixels;
pixels = image.GetPixels();
Now I wanted to break the example code down to the basic stuff I need. As I am not familiar with DirectX I have a hard time doing that.
I came up with following code, which runs without error but produces an empty picture. I check hr in Debug Mode, I am aware that this is bad practice and dirty!
int main()
{
HRESULT hr = S_OK;
ID3D11Device* m_Device;
ID3D11DeviceContext* m_DeviceContext;
// Driver types supported
D3D_DRIVER_TYPE DriverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT NumDriverTypes = ARRAYSIZE(DriverTypes);
// Feature levels supported
D3D_FEATURE_LEVEL FeatureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_1
};
UINT NumFeatureLevels = ARRAYSIZE(FeatureLevels);
D3D_FEATURE_LEVEL FeatureLevel;
// Create device
for (UINT DriverTypeIndex = 0; DriverTypeIndex < NumDriverTypes; ++DriverTypeIndex)
{
hr = D3D11CreateDevice(nullptr, DriverTypes[DriverTypeIndex], nullptr, 0, FeatureLevels, NumFeatureLevels,
D3D11_SDK_VERSION, &m_Device, &FeatureLevel, &m_DeviceContext);
if (SUCCEEDED(hr))
{
// Device creation success, no need to loop anymore
break;
}
}
IDXGIOutputDuplication* m_DeskDupl;
IDXGIOutput1* DxgiOutput1 = nullptr;
IDXGIOutput* DxgiOutput = nullptr;
IDXGIAdapter* DxgiAdapter = nullptr;
IDXGIDevice* DxgiDevice = nullptr;
UINT Output = 0;
hr = m_Device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&DxgiDevice));
hr = DxgiDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void**>(&DxgiAdapter));
DxgiDevice->Release();
DxgiDevice = nullptr;
hr = DxgiAdapter->EnumOutputs(Output, &DxgiOutput);
DxgiAdapter->Release();
DxgiAdapter = nullptr;
hr = DxgiOutput->QueryInterface(__uuidof(DxgiOutput1), reinterpret_cast<void**>(&DxgiOutput1));
DxgiOutput->Release();
DxgiOutput = nullptr;
hr = DxgiOutput1->DuplicateOutput(m_Device, &m_DeskDupl);
IDXGIResource* DesktopResource = nullptr;
DXGI_OUTDUPL_FRAME_INFO FrameInfo;
hr = m_DeskDupl->AcquireNextFrame(500, &FrameInfo, &DesktopResource);
ID3D11Texture2D* m_AcquiredDesktopImage;
hr = DesktopResource->QueryInterface(__uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&m_AcquiredDesktopImage));
DesktopResource->Release();
DesktopResource = nullptr;
DirectX::ScratchImage image;
hr = DirectX::CaptureTexture(m_Device, m_DeviceContext, m_AcquiredDesktopImage, image);
hr = DirectX::SaveToDDSFile(image.GetImages(), image.GetImageCount(), image.GetMetadata(), DirectX::DDS_FLAGS_NONE, L"test.dds");
uint8_t* pixels;
pixels = image.GetPixels();
hr = m_DeskDupl->ReleaseFrame();
}
Could anyone give me a hint what is wrong with this code?
EDIT:
Just found the code snipet below and integrated it into my code.
Now it works!
Lessons learnt:
-) actully output/process hr!
-) AcquireNextFrame might not work on first try (?)
I might update this post again with better code, with functioning loop.
int lTryCount = 4;
do
{
Sleep(100);
hr = m_DeskDupl->AcquireNextFrame(250, &FrameInfo, &DesktopResource);
if (SUCCEEDED(hr))
break;
if (hr == DXGI_ERROR_WAIT_TIMEOUT)
{
continue;
}
else if (FAILED(hr))
break;
} while (--lTryCount > 0);
AcquireNextFrame is allowed to return null resource (texture) because it returns on either change in desktop image or change related to pointer.
AcquireNextFrame acquires a new desktop frame when the operating system either updates the desktop bitmap image or changes the shape or position of a hardware pointer.
When you start frame acquisition you apparently are to get first desktop image soon, but you can also have a few of pointer notifications too before the image.
You should not limit yourself with 4 attempts and you don't need to sleep within the loop. Just keep polling for the image. To avoid dead loop it makes more sense to track total time spent in the loop and limit it to, for example, one second.
See also:
AcquireNextFrame() never grabs an updated image, always blank
I am trying to run a compute shader and get the resulting texture using SharpDX.
From what I understood, I need to:
1. Create a texture to set as an output to the shader.
2. Set the above texture as an unordered access view so I can write to it.
3. Run the shader
4. Copy the UAV texture to a staging texture so it can be accessed by the CPU
5. Read the staging texture to a Bitmap
The problem is that whatever I do, the result is a black bitmap. I don't think the bug is in the Texture2D -> Bitmap conversion code as printing the first pixel directly from the staging texture also gives me 0.
This is my shader code:
RWTexture2D<float4> Output : register(u0);
[numthreads(32, 32, 1)]
void main(uint3 id : SV_DispatchThreadID) {
Output[id.xy] = float4(0, 1.0, 0, 1.0);
}
Using the MS DX11 docs and blogs, I pieced together this code to run the texture:
public class GPUScreenColor {
private int adapterIndex = 0;
private Adapter1 gpu;
private Device device;
private ComputeShader computeShader;
private Texture2D texture;
private Texture2D stagingTexture;
private UnorderedAccessView view;
public GPUScreenColor() {
initializeDirectX();
}
private void initializeDirectX() {
using (var factory = new Factory1()) {
gpu = factory.GetAdapter1(adapterIndex);
}
device = new Device(gpu, DeviceCreationFlags.Debug, FeatureLevel.Level_11_1);
var compilationResult = ShaderBytecode.CompileFromFile("test.hlsl", "main", "cs_5_0", ShaderFlags.Debug);
computeShader = new ComputeShader(device, compilationResult.Bytecode);
texture = new Texture2D(device, new Texture2DDescription() {
BindFlags = BindFlags.UnorderedAccess | BindFlags.ShaderResource,
Format = Format.R8G8B8A8_UNorm,
Width = 1024,
Height = 1024,
OptionFlags = ResourceOptionFlags.None,
MipLevels = 1,
ArraySize = 1,
SampleDescription = { Count = 1, Quality = 0 }
});
UnorderedAccessView view = new UnorderedAccessView(device, texture, new UnorderedAccessViewDescription() {
Format = Format.R8G8B8A8_UNorm,
Dimension = UnorderedAccessViewDimension.Texture2D,
Texture2D = { MipSlice = 0 }
});
stagingTexture = new Texture2D(device, new Texture2DDescription {
CpuAccessFlags = CpuAccessFlags.Read,
BindFlags = BindFlags.None,
Format = Format.R8G8B8A8_UNorm,
Width = 1024,
Height = 1024,
OptionFlags = ResourceOptionFlags.None,
MipLevels = 1,
ArraySize = 1,
SampleDescription = { Count = 1, Quality = 0 },
Usage = ResourceUsage.Staging
});
}
public Bitmap getBitmap() {
device.ImmediateContext.ComputeShader.Set(computeShader);
device.ImmediateContext.ComputeShader.SetUnorderedAccessView(0, view);
device.ImmediateContext.Dispatch(32, 32, 1);
device.ImmediateContext.CopyResource(texture, stagingTexture);
var mapSource = device.ImmediateContext.MapSubresource(stagingTexture, 0, MapMode.Read, MapFlags.None);
Console.WriteLine(Marshal.ReadInt32(IntPtr.Add(mapSource.DataPointer, 0)));
try {
// Copy pixels from screen capture Texture to GDI bitmap
Bitmap bitmap = new Bitmap(1024, 1024, System.Drawing.Imaging.PixelFormat.Format32bppRgb);
BitmapData mapDest = bitmap.LockBits(new Rectangle(0, 0, 1024, 1024), ImageLockMode.ReadWrite, bitmap.PixelFormat);
try {
var sourcePtr = mapSource.DataPointer;
var destPtr = mapDest.Scan0;
for (int y = 0; y < 1024; y++) {
// Copy a single line
Utilities.CopyMemory(destPtr, sourcePtr, 1024 * 4);
// Advance pointers
sourcePtr = IntPtr.Add(sourcePtr, mapSource.RowPitch);
destPtr = IntPtr.Add(destPtr, mapDest.Stride);
}
return bitmap;
} finally {
bitmap.UnlockBits(mapDest);
}
} finally {
device.ImmediateContext.UnmapSubresource(stagingTexture, 0);
}
}
}
I am pretty new to shaders so it may be something obvious...
First thing, you create your UAV as a local :
UnorderedAccessView view = new UnorderedAccessView(....
So the field is then null, replacing by
view = new UnorderedAccessView(....
will solve the first issue.
Second, it's quite likely that the runtime will complain about types (debug will give you something like :
The resource return type for component 0 declared in the shader code (FLOAT) is not compatible with the resource type bound to Unordered Access View slot 0 of the Compute Shader unit (UNORM).
Some cards might do something (fix it silently), some might do nothing, some might crash :)
Problem is that RWTexture2D does not match UNORM format (as you specify flating point format here).
You need to enforce your RWTexture to be specifically of unorm format eg (yes runtime can be that picky):
RWTexture2D<unorm float4> Output : register(u0);
Then your whole setup should work (PS: I did not check the bitmap code, but I doubled checked that the shader is running without error and first pixel is matching)
I am writing a simple application on the BB10 simulator to capture the contents of an invoke preview window (which contains a scrollable view for emails). I want to capture the entire scrollview of the invoked window/email, not just what's on screen. In the code below, I can get a handle to the Window for the entire application and screen_read_window its contents, but how do I iterate over the invoke window's controls and find the handle to the scrollview, and capture that?
InvokeRequest request;
// Set the target app
request.setTarget("sys.pim.uib.email.previewer");
// Set the action that the target app should execute
request.setAction("bb.action.VIEW");
// Set the MIME type of the data
request.setMimeType("message/rfc822");
// Specify the location of the data
request.setUri(QUrl("pim:message/rfc822:" + QString::number(accountId) + ":" + QString::number(messageId)));
//InvokeTargetReply *reply =
invokeManager->invoke(request);
sleep(2);
screen_context_t screenshot_ctx = 0;
if (screen_create_context(&screenshot_ctx,
SCREEN_APPLICATION_CONTEXT) != 0) {
return;
}
screen_pixmap_t screen_pix;
screen_buffer_t screenshot_buf;
char *screenshot_ptr = NULL;
int screenshot_stride = 0;
int usage, format;
int size[2];
screen_create_pixmap(&screen_pix, screenshot_ctx);
usage = SCREEN_USAGE_READ | SCREEN_USAGE_NATIVE;
screen_set_pixmap_property_iv(screen_pix, SCREEN_PROPERTY_USAGE, &usage);
format = SCREEN_FORMAT_RGBA8888;
screen_set_pixmap_property_iv(screen_pix, SCREEN_PROPERTY_FORMAT, &format);
size[0] = 768;
size[1] = 1280;
screen_set_pixmap_property_iv(screen_pix, SCREEN_PROPERTY_BUFFER_SIZE, size);
screen_create_pixmap_buffer(screen_pix);
screen_get_pixmap_property_pv(screen_pix, SCREEN_PROPERTY_RENDER_BUFFERS,
(void**)&screenshot_buf);
screen_get_buffer_property_pv(screenshot_buf, SCREEN_PROPERTY_POINTER,
(void**)&screenshot_ptr);
screen_get_buffer_property_iv(screenshot_buf, SCREEN_PROPERTY_STRIDE,
&screenshot_stride);
screen_read_window(Application::instance()->mainWindow()->handle(), screenshot_buf, 0, NULL ,0);
QByteArray array;
int nbytes = size[0] * size[1] * 4;
write_bitmap_header(nbytes, array, size);
for (int i = 0; i < size[1]; i++)
{
array.append(screenshot_ptr + i * screenshot_stride, size[0] * 4);
}
QImage image = QImage::fromData(array, "BMP");
QFile outFile("shared/photos/temp1.jpeg");
outFile.open(QIODevice::WriteOnly);
image.save(&outFile, "JPEG");
//Close Email
invokeManager->closeChildCard();
I use GetDIBits() to retrieve the bits of bitmap and copies them into a buffer. The function doesn't fail (the result is different to NULL), but I get wrong height of bitmap and erroneous buffer.
This is a part of my code:
HDC hdcMemDC = CreateCompatibleDC(hDC); // (hDC = hDC = BeginPaint(hwnd, &ps): i get it in WM_Paint)
int l_uiWidth = 400;
int l_uiHeight = 120;
HBITMAP hbmp = CreateCompatibleBitmap(hDC, l_uiWidth, l_uiHeight);
HGDIOBJ oldhbmp = SelectObject(hdcMemDC,hbmp);
BITMAPINFO bi;
bi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bi.bmiHeader.biWidth = l_uiWidth;
bi.bmiHeader.biHeight = l_uiHeight;
bi.bmiHeader.biPlanes = 1;
bi.bmiHeader.biBitCount = 8;
bi.bmiHeader.biCompression = BI_RGB;
bi.bmiHeader.biSizeImage = 0;
bi.bmiHeader.biXPelsPerMeter = 0;
bi.bmiHeader.biYPelsPerMeter = 0;
bi.bmiHeader.biClrUsed = 256;
bi.bmiHeader.biClrImportant = 0;
BYTE *l_ImagePDM = new BYTE[l_uiWidth * l_uiHeight];
GetDIBits(hdcMemDC,hbmp,0,l_uiHeight,l_Image,&bi,DIB_RGB_COLORS);
Please Help me!
What's wrong with my code ?
You have not drawn anything on the bitmap that you are querying the bits for. CreateCompatibleBitmap() does not make a copy of the pixels of the source HDC. It merely allocates an HBITMAP that is compatible with the specified HDC, which then allows you to select the HBITMAP into that HDC. But you still have to draw something onto the bitmap to make its content meaningful before you can then query its bits.
When you use C++ Builder you can use Graphics unit for processing graphics.
Example of copying something from window:
void __fastcall TForm1::Button1Click(TObject *Sender)
{
// Create a bitmap
Graphics::TBitmap* bit = new Graphics::TBitmap();
bit->PixelFormat = pf24bit;
bit->HandleType = bmDIB;
bit->Width = 200;
bit->Height = 200; // or bit->SetSize(200, 200) - newer versions C++ Builder
// Copy something from this Form (from window)
bit->Canvas->CopyRect(TRect(0, 0, 200, 200), this->Canvas, TRect(0, 0, 200, 200));
// Do something with bitmap data
RGBTRIPLE* line;
for (int i = 0; i < bit->Height; i++)
{
// Get memory address from line i
line = (RGBTRIPLE*) bit->ScanLine[i];
// Change 5'th pixel
line[5].rgbtRed = 255;
}
// Get whole bitmap memory. Bitmap data are stored upside down and size of each row is rounded
// up to a multiple of 4 bytes.
unsigned char* bitmem = (unsigned char*)(bit->ScanLine[ bit->Height-1 ]);
//...
// Draw bitmap on Form
Canvas->Draw(0, 200, bit);
delete bit;
}
When you have device context you can use TCanvas like this:
void __fastcall TForm1::Button2Click(TObject *Sender)
{
// Create device context
HDC hdc = GetDC(this->Handle); // or GetWindowDC - whole window with frame
// Create canvas and associate device context
TCanvas* canv = new TCanvas();
canv->Handle = hdc;
// Create a bitmap
Graphics::TBitmap* bit = new Graphics::TBitmap();
bit->PixelFormat = pf24bit;
bit->HandleType = bmDIB;
bit->Width = this->ClientWidth;
bit->Height = this->ClientHeight; // or bit->SetSize(w, h) - newer versions C++ Builder
// Copy window content
TRect r(0, 0, this->ClientWidth, this->ClientHeight);
bit->Canvas->CopyRect(r, canv, r); // USEING TCanvas
// Release context and delete canvas
ReleaseDC(this->Handle, hdc);
delete canv;
// Do something with the bitmap
bit->SaveToFile("screenshot.bmp");
delete bit;
}
You can also use TCanvas for device context from BeginPaint:
canv->Handle = BeginPaint(hwnd, &ps);
I need to get Device Context (DC ) from directx3d. Here some code snap.
1.CREATE DEVICE:
int windowWidth = 640;
int windowHeight = 480;
IDirect3D9* direct3D9 = Direct3DCreate9(D3D_SDK_VERSION);
if(direct3D9 == NULL)
{
return FALSE;
}
D3DDISPLAYMODE *d3ddisplayMode =(D3DDISPLAYMODE *)calloc(1,sizeof(D3DDISPLAYMODE));
hr = direct3D9->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,d3ddisplayMode);
if(hr != D3D_OK)
{
free(d3ddisplayMode);
direct3D9->Release();
return FALSE;
}
D3DPRESENT_PARAMETERS *d3dpresentParam =(D3DPRESENT_PARAMETERS*)calloc(1,sizeof(D3DPRESENT_PARAMETERS));
d3dpresentParam->Windowed = TRUE;
d3dpresentParam->hDeviceWindow = NULL;
d3dpresentParam->SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpresentParam->BackBufferFormat = d3ddisplayMode->Format;
d3dpresentParam->BackBufferWidth = windowWidth;
d3dpresentParam->BackBufferHeight = windowHeight;
d3dpresentParam->BackBufferCount = 1;
free(d3ddisplayMode);
hr = direct3D9->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,NULL,D3DCREATE_SOFTWARE_VERTEXPROCESSING,d3dpresentParam,&direct3D9Device);
2.CRETAE TEXTURE:
hr = D3DXCreateTexture(direct3D9Device,bmpWidth,bmpHeight,1,0,D3DFMT_X8R8G8B8,D3DPOOL_MANAGED,&pTexture);
3.DISPLAY IMAGE:
float left = 0,top =0,width =640,height=480;
direct3D9Device->BeginScene();
D3DXMATRIX mat;
D3DXVECTOR3 pos;
pos.x = (bmpWidth * left) / width;
pos.y = (bmpHeight * top) / height;
pos.z = 0;
d3dxSprite->Begin(D3DXSPRITE_ALPHABLEND);
D3DXVECTOR2 scaling((width/bmpWidth),(height/bmpHeight));
if(pTexture == direct3DTextureRemote )
{
D3DXVECTOR2 spriteCentre((width/2),(height/2));
D3DXMatrixTransformation2D(&mat,NULL,0.0,&scaling,&spriteCentre,NULL,NULL);
}
else
{
D3DXMatrixTransformation2D(&mat,NULL,0.0,&scaling,NULL,NULL,NULL);
}
d3dxSprite->SetTransform(&mat);
d3dxSprite->Draw(pTexture,NULL,NULL,&pos,0xFFFFFFFF);
d3dxSprite->End();
direct3D9Device->EndScene();
direct3D9Device->Present( NULL, NULL, NULL, NULL );
Now Working probely. I can get dc from window like HDC hdc = ::GetDC(hwnd) but in my case if there is no window(i.e. windowless) then how can i get DC from directx. please give some piece of code get DC from directx device.
Call GetDC with null as argument:
HDC hdc = ::GetDC(0);
Quote from MSDN:
Parameters
hWnd [in]
A handle to the window whose DC is to be retrieved.
If this value is NULL, GetDC retrieves the DC for the entire screen.
Edit:
As we know now that you are using NPAPI, here is a possible solution:
Call NPAPI function NPN_GetValue() with NPNVnetscapeWindow parameter. Returned HWND is a handle to plug-in drawing surface. Use it when create DirectX device and to retrieve HDC.
Alternatively, you could try to retrieve the back buffer (IDirect3DSurface9) via IDirect3DDevice9::GetRenderTarget() method and then retrieve its HDC via IDirect3DSurface9::GetDC() method.