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glDrawPixels - write a block of pixels to the frame buffer
void
glDrawPixels( GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const GLvoid *pixels )
eqn not supported
- width, height
- Specify the dimensions of the
pixel rectangle to be written into the frame buffer.
- format
- Specifies the
of the pixel data. Symbolic constants GL_COLOR_INDEX, GL_STENCIL_INDEX,
GL_DEPTH_COMPONENT, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_RED, GL_GREEN,
GL_BLUE, GL_ALPHA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA are accepted.
- type
- Specifies the data type for pixels. Symbolic constants GL_UNSIGNED_BYTE,
GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT,
GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5,
GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV
are accepted.
- pixels
- Specifies a pointer to the pixel data.
glDrawPixels
reads pixel data from memory and writes it into the frame buffer
relative to the current raster position, provided that the raster position
is valid. Use
glRasterPos to set the current raster position; use glGet with argument
GL_CURRENT_RASTER_POSITION_VALID to determine if the specified raster position
is valid, and glGet with argument GL_CURRENT_RASTER_POSITION to query
the raster position.
Several parameters define the encoding of pixel data
in memory and control the processing of the pixel data before it is placed
in the frame buffer. These parameters are set with four commands: glPixelStore,
glPixelTransfer, glPixelMap, and glPixelZoom. This reference page describes
the effects on glDrawPixels of many, but not all, of the parameters specified
by these four commands.
Data is read from pixels as a sequence of signed
or unsigned bytes, signed or unsigned shorts, signed or unsigned integers,
or single-precision floating-point values, depending on type. When type
is one of GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT,
GL_INT, or GL_FLOAT each of these bytes, shorts, integers, or floating-point
values is interpreted as one color or depth component, or one index, depending
on format. When type is one of GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_SHORT_5_6_5,
GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_INT_8_8_8_8,
GL_UNSIGNED_INT_10_10_10_2, each unsigned value is interpreted as containing
all the components for a single pixel, with the color components arranged
according to format. When type is one of GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5_REV,
GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8_REV,
GL_UNSIGNED_INT_2_10_10_10_REV, each unsigned value is interpreted as containing
all color components, specified by format, for a single pixel in a reversed
order. Indices are always treated individually. Color components are treated
as groups of one, two, three, or four values, again based on format. Both
individual indices and groups of components are referred to as pixels. If
type is GL_BITMAP, the data must be unsigned bytes, and format must be
either GL_COLOR_INDEX or GL_STENCIL_INDEX. Each unsigned byte is treated
as eight 1-bit pixels, with bit ordering determined by GL_UNPACK_LSB_FIRST
(see glPixelStore).
width$~ times ~$height pixels are read from memory,
starting at location pixels. By default, these pixels are taken from adjacent
memory locations, except that after all width pixels are read, the read
pointer is advanced to the next four-byte boundary. The four-byte row alignment
is specified by glPixelStore with argument GL_UNPACK_ALIGNMENT, and it
can be set to one, two, four, or eight bytes. Other pixel store parameters
specify different read pointer advancements, both before the first pixel
is read and after all width pixels are read. See the glPixelStore reference
page for details on these options.
The width$~ times ~$height pixels that
are read from memory are each operated on in the same way, based on the
values of several parameters specified by glPixelTransfer and glPixelMap.
The details of these operations, as well as the target buffer into which
the pixels are drawn, are specific to the of the pixels, as specified
by format. format can assume one of 13 symbolic values:
- GL_COLOR_INDEX
- Each
pixel is a single value, a color index. It is converted to fixed-point ,
with an unspecified number of bits to the right of the binary point, regardless
of the memory data type. Floating-point values convert to true fixed-point
values. Signed and unsigned integer data is converted with all fraction
bits set to 0. Bitmap data convert to either 0 or 1.
- Each fixed-point index
is then shifted left by GL_INDEX_SHIFT bits
- and added to GL_INDEX_OFFSET.
If GL_INDEX_SHIFT is negative, the shift is to the right. In either case,
zero bits fill otherwise unspecified bit locations in the result.
- If the
GL is in RGBA mode,
- the resulting index is converted to an RGBA pixel
with the help of the GL_PIXEL_MAP_I_TO_R, GL_PIXEL_MAP_I_TO_G, GL_PIXEL_MAP_I_TO_B,
and GL_PIXEL_MAP_I_TO_A tables. If the GL is in color index mode, and if
GL_MAP_COLOR is true, the index is replaced with the value that it references
in lookup table GL_PIXEL_MAP_I_TO_I. Whether the lookup replacement of the
index is done or not, the integer part of the index is then ANDed with
$2 sup b -1$, where $b$ is the number of bits in a color index buffer.
- The
GL then converts the resulting indices or RGBA colors to fragments
- by attaching
the current raster position z coordinate and texture coordinates to each
pixel, then assigning $x$ and $y$ window coordinates to the $n$th fragment
such that
$x sub n ~=~ x sub r ~+~ n ~ roman mod ~ "width"$
$y sub n ~=~
y sub r ~+~ lf n ^/^ "width" ~ rf$
- where ($x sub r , y sub r$) is the current
raster position.
- These pixel fragments are then treated just like the fragments
generated by rasterizing points, lines, or polygons. Texture mapping, fog,
and all the fragment operations are applied before the fragments are written
to the frame buffer.
- GL_STENCIL_INDEX
- Each pixel is a single value, a stencil
index. It is converted to fixed-point , with an unspecified number of bits
to the right of the binary point, regardless of the memory data type. Floating-point
values convert to true fixed-point values. Signed and unsigned integer data
is converted with all fraction bits set to 0. Bitmap data convert to either
0 or 1.
- Each fixed-point index is then shifted left by GL_INDEX_SHIFT bits,
- and added to GL_INDEX_OFFSET. If GL_INDEX_SHIFT is negative, the shift is
to the right. In either case, zero bits fill otherwise unspecified bit locations
in the result. If GL_MAP_STENCIL is true, the index is replaced with the
value that it references in lookup table GL_PIXEL_MAP_S_TO_S. Whether the
lookup replacement of the index is done or not, the integer part of the
index is then ANDed with $2 sup b -1$, where $b$ is the number of bits in
the stencil buffer. The resulting stencil indices are then written to the
stencil buffer such that the $n$th index is written to location
$x sub
n ~=~ x sub r ~+~ n ~ roman mod ~ "width"$
$y sub n ~=~ y sub r ~+~ lf
~ n / "width" ~ rf$
- where ($x sub r , y sub r$) is the current raster position.
- Only the pixel ownership test, the scissor test, and the stencil writemask
affect these write operations.
- GL_DEPTH_COMPONENT
- Each pixel is a single-depth
component. Floating-point data is converted directly to an internal floating-point
with unspecified precision.
Signed integer data is mapped linearly to the internal floating-point
such that the most positive representable integer value maps to 1.0,
and the most negative representable value maps to -1.0. Unsigned integer
data is mapped similarly: the largest integer value maps to 1.0, and 0 maps
to 0.0. The resulting floating-point depth value is then multiplied by GL_DEPTH_SCALE
and added to GL_DEPTH_BIAS. The result is clamped to the range [0,1].
- The
GL then converts the resulting depth components to fragments
- by attaching
the current raster position color or color index and texture coordinates
to each pixel, then assigning $x$ and $y$ window coordinates to the $n$th
fragment such that
$x sub n ~=~ x sub r ~+~ n ~ roman mod ~ "width"$
$y
sub n ~=~ y sub r ~+~ lf ~ n / "width" ~ rf$
- where ($x sub r , y sub r$)
is the current raster position.
- These pixel fragments are then treated just
like the fragments generated by rasterizing points, lines, or polygons.
Texture mapping, fog, and all the fragment operations are applied before
the fragments are written to the frame buffer.
- GL_RGBA
- GL_BGRA
- Each pixel
is a four-component group: for GL_RGBA, the red component is first, followed
by green, followed by blue, followed by alpha; for GL_BGRA the order is
blue, green, red and then alpha. Floating-point values are converted directly
to an internal floating-point with unspecified precision.
Signed integer values are mapped linearly to the internal floating-point
such that the most positive representable integer value maps to 1.0,
and the most negative representable value maps to -1.0. (Note that this mapping
does not convert 0 precisely to 0.0.) Unsigned integer data is mapped similarly:
the largest integer value maps to 1.0, and 0 maps to 0.0. The resulting floating-point
color values are then multiplied by GL_c_SCALE and added to GL_c_BIAS,
where c is RED, GREEN, BLUE, and ALPHA for the respective color components.
The results are clamped to the range [0,1].
- If GL_MAP_COLOR is true,
- each
color component is scaled by the size of lookup table GL_PIXEL_MAP_c_TO_c,
then replaced by the value that it references in that table. c is R, G,
B, or A respectively.
- The GL then converts the resulting RGBA colors to
fragments
- by attaching the current raster position z coordinate and texture
coordinates to each pixel, then assigning $x$ and $y$ window coordinates
to the $n$th fragment such that
$x sub n ~=~ x sub r ~+~ n ~ roman mod
~ "width"$
$y sub n ~=~ y sub r ~+~ lf ~ n / "width" ~ rf$
- where ($x sub
r , y sub r$) is the current raster position.
- These pixel fragments are
then treated just like the fragments generated by rasterizing points, lines,
or polygons. Texture mapping, fog, and all the fragment operations are applied
before the fragments are written to the frame buffer.
- GL_RED
- Each pixel
is a single red component. This component is converted to the internal floating-point
in the same way the red component of an RGBA pixel is. It is then converted
to an RGBA pixel with green and blue set to 0, and alpha set to 1. After
this conversion, the pixel is treated as if it had been read as an RGBA
pixel.
- GL_GREEN
- Each pixel is a single green component. This component is
converted to the internal floating-point in the same way the green component
of an RGBA pixel is. It is then converted to an RGBA pixel with red and
blue set to 0, and alpha set to 1. After this conversion, the pixel is treated
as if it had been read as an RGBA pixel.
- GL_BLUE
- Each pixel is a single
blue component. This component is converted to the internal floating-point
in the same way the blue component of an RGBA pixel is. It is then converted
to an RGBA pixel with red and green set to 0, and alpha set to 1. After
this conversion, the pixel is treated as if it had been read as an RGBA
pixel.
- GL_ALPHA
- Each pixel is a single alpha component. This component is
converted to the internal floating-point in the same way the alpha component
of an RGBA pixel is. It is then converted to an RGBA pixel with red, green,
and blue set to 0. After this conversion, the pixel is treated as if it
had been read as an RGBA pixel.
- GL_RGB
- GL_BGR
- Each pixel is a three-component
group: red first, followed by green, followed by blue; for GL_BGR, the
first component is blue, followed by green and then red. Each component
is converted to the internal floating-point in the same way the red, green,
and blue components of an RGBA pixel are. The color triple is converted
to an RGBA pixel with alpha set to 1. After this conversion, the pixel is
treated as if it had been read as an RGBA pixel.
- GL_LUMINANCE
- Each pixel
is a single luminance component. This component is converted to the internal
floating-point in the same way the red component of an RGBA pixel is. It
is then converted to an RGBA pixel with red, green, and blue set to the
converted luminance value, and alpha set to 1. After this conversion, the
pixel is treated as if it had been read as an RGBA pixel.
- GL_LUMINANCE_ALPHA
- Each pixel is a two-component group: luminance first, followed by alpha.
The two components are converted to the internal floating-point in the
same way the red component of an RGBA pixel is. They are then converted
to an RGBA pixel with red, green, and blue set to the converted luminance
value, and alpha set to the converted alpha value. After this conversion,
the pixel is treated as if it had been read as an RGBA pixel.
The following
table summarizes the meaning of the valid constants for the type parameter:
Type Corresponding Type |
GL_UNSIGNED_BYTE unsigned 8-bit integer |
GL_BYTE signed
8-bit integer |
GL_BITMAP single bits in unsigned 8-bit integers |
GL_UNSIGNED_SHORT unsigned
16-bit integer |
GL_SHORT signed 16-bit integer |
GL_UNSIGNED_INT unsigned 32-bit
integer |
GL_INT 32-bit integer |
GL_FLOAT single-precision floating-point |
GL_UNSIGNED_BYTE_3_3_2 unsigned
8-bit integer |
GL_UNSIGNED_BYTE_2_3_3_REV unsigned 8-bit integer with reversed
component ordering |
GL_UNSIGNED_SHORT_5_6_5 unsigned 16-bit integer |
GL_UNSIGNED_SHORT_5_6_5_REV unsigned
16-bit integer with reversed component ordering |
GL_UNSIGNED_SHORT_4_4_4_4 unsigned
16-bit integer |
GL_UNSIGNED_SHORT_4_4_4_4_REV unsigned 16-bit integer with reversed
component ordering |
GL_UNSIGNED_SHORT_5_5_5_1 unsigned 16-bit integer |
GL_UNSIGNED_SHORT_1_5_5_5_REV unsigned
16-bit integer with reversed component ordering |
GL_UNSIGNED_INT_8_8_8_8 unsigned
32-bit integer |
GL_UNSIGNED_INT_8_8_8_8_REV unsigned 32-bit integer with reversed
component ordering |
GL_UNSIGNED_INT_10_10_10_2 unsigned 32-bit integer |
GL_UNSIGNED_INT_2_10_10_10_REV unsigned
32-bit integer with reversed component ordering |
The rasterization described
so far assumes pixel zoom factors of 1. If
glPixelZoom is used to change the $x$ and $y$ pixel zoom factors, pixels
are converted to fragments as follows. If ($x sub r$, $y sub r$) is the
current raster position, and a given pixel is in the $n$th column and $m$th
row of the pixel rectangle, then fragments are generated for pixels whose
centers are in the rectangle with corners at
($x sub r ~+~ zoom sub x^ n$,
$y sub r ~+~ zoom sub y^ m$)
($x sub r ~+~ zoom sub x^ (n ~+~ 1)$, $y sub
r ~+~ zoom sub y^ ( m ~+~ 1 )$)
where $zoom sub x$ is the value of GL_ZOOM_X
and $zoom sub y$ is the value of GL_ZOOM_Y.
GL_BGR and GL_BGRA are
only valid for format if the GL version is 1.2 or greater.
GL_UNSIGNED_BYTE_3_3_2,
GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV,
GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1,
GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV,
GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV are only
valid for type if the GL version is 1.2 or greater.
GL_INVALID_VALUE
is generated if either width or height is negative.
GL_INVALID_ENUM is generated
if format or type is not one of the accepted values.
GL_INVALID_OPERATION
is generated if format is GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB,
GL_RGBA, GL_BGR, GL_BGRA, GL_LUMINANCE, or GL_LUMINANCE_ALPHA, and the
GL is in color index mode.
GL_INVALID_ENUM is generated if type is GL_BITMAP
and format is not either GL_COLOR_INDEX or GL_STENCIL_INDEX.
GL_INVALID_OPERATION
is generated if format is GL_STENCIL_INDEX and there is no stencil buffer.
GL_INVALID_OPERATION is generated if glDrawPixels is executed between the
execution of glBegin and the corresponding execution of glEnd.
GL_INVALID_OPERATION
is generated if format is one GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
GL_UNSIGNED_SHORT_5_6_5, of GL_UNSIGNED_SHORT_5_6_5_REV and format is not
GL_RGB.
GL_INVALID_OPERATION is generated if format is one of GL_UNSIGNED_SHORT_4_4_4_4,
GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,
or GL_UNSIGNED_INT_2_10_10_10_REV and format is neither GL_RGBA nor GL_BGRA.
glGet with argument GL_CURRENT_RASTER_POSITION
glGet with argument GL_CURRENT_RASTER_POSITION_VALID
glAlphaFunc(3G)
,
glBlendFunc(3G)
, glCopyPixels(3G)
, glDepthFunc(3G)
, glLogicOp(3G)
, glPixelMap(3G)
,
glPixelStore(3G)
, glPixelTransfer(3G)
, glPixelZoom(3G)
, glRasterPos(3G)
,
glReadPixels(3G)
, glScissor(3G)
, glStencilFunc(3G)
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