glDrawPixels
[New
- Windows 95, OEM Service Release 2]
The glDrawPixels
function writes a block of pixels to the frame buffer.
void glDrawPixels(
GLsizei width, |
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GLsizei height, |
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GLenum format, |
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GLenum type, |
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const GLvoid *pixels |
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); |
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Parameters
width,
height
The
dimensions of the pixel rectangle that will be written into the frame buffer.
format
The format of
the pixel data. Acceptable symbolic constants are:
GL_COLOR_INDEX
Each pixel is
a single value, a color index.
1. The glDrawPixels function converts each
pixel to fixed-point format, 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. The glDrawPixels function converts
signed and unsigned integer data with all fraction bits set to zero. The
function converts bitmap data to either 0.0 or 1.0.
2. The glDrawPixels function shifts each
fixed-point index left by GL_INDEX_SHIFT bits and adds it 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.
3. When in RGBA mode, glDrawPixels converts
the resulting index to an RGBA pixel using 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. When
in the color-index mode and GL_MAP_COLOR is true, the index is replaced with
the value that glDrawPixels references in lookup table
GL_PIXEL_MAP_I_TO_I.
4. Whether the lookup replacement of the index is
done or not, the integer part of the index is ANDed with 2b - 1,
where b is the number of bits in a color-index buffer.
5. The resulting indexes or RGBA colors are then
converted to fragments by attaching the current raster position z-coordinate
and texture coordinates to each pixel, and then assigning x and y
window coordinates to the nth fragment such that
x (n) = x (r) + n mod width
y (n) = y (r) + n/width
where (x (r) , y (r) ) is the
current raster position.
6. The glDrawPixels function treats these
pixel fragments just like the fragments generated by rasterizing points, lines,
or polygons. It applies texture mapping, fog, and all the fragment operations
before writing the fragments to the frame buffer.
GL_STENCIL_INDEX
Each pixel is
a single value, a stencil index.
1. The glDrawPixels function converts it to
fixed-point format, 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. The glDrawPixels function converts signed
and unsigned integer data with all fraction bits set to zero. Bitmap data
converts to either 0.0 or 1.0.
2. The glDrawPixels function shifts each
fixed-point index left by GL_INDEX_SHIFT bits, and adds it 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.
3. If GL_MAP_STENCIL is true, the index is
replaced with the value that glDrawPixels references in lookup table
GL_PIXEL_MAP_S_TO_S.
4. Whether the lookup replacement of the index is
done or not, the integer part of the index is then ANDed with 2b - 1, where b is the number of bits in the
stencil buffer. The resulting stencil indexes are then written to the stencil
buffer such that the nth index is written to location
x (n) = x (r) + n mod width
y (n) = y (r) + n /width
where (x (r) , y (r) ) is the
current raster position. Only the pixel ownership test, the scissor test, and
the stencil writemask affect these writes.
GL_DEPTH_COMPONENT
Each pixel is
a single-depth component.
1. The glDrawPixels function converts
floating-point data directly to an internal floating-point format with
unspecified precision. Signed integer data is mapped linearly to the internal
floating-point format 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 zero maps to 0.0.
2. The glDrawPixels function multiplies the
resulting floating-point depth value by GL_DEPTH_SCALE and adds it to
GL_DEPTH_BIAS. The result is clamped to the range [0,1].
3. The glDrawPixels function converts the
resulting depth components to fragments by attaching the current raster
position color or color index and texture coordinates to each pixel, and then
assigning x and y window coordinates to the nth fragment
such that
x (n) = x (r) + n mod width
y (n) = y (r) + n /width
where (x (r) , y (r) ) is the
current raster position.
4. These pixel fragments are then treated just
like the fragments generated by rasterizing points, lines, or polygons. The glDrawPixels
function applies texture mapping, fog, and all the fragment operations before
writing the fragments to the frame buffer.
GL_RGBA
Each pixel is
a four-component group in this order: red, green, blue, alpha.
1. The glDrawPixels function converts
floating-point values directly to an internal floating-point format with
unspecified precision. Signed integer values are mapped linearly to the
internal floating-point format 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 zero maps to 0.0.
2. The glDrawPixels function multiplies the
resulting floating-point color values by GL_c_SCALE and adds them 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].
3. If GL_MAP_COLOR is true, glDrawPixels
scales each color component by the size of lookup table GL_PIXEL_MAP_c_TO_c,
and then replaces the component by the value that it references in that table; c
is R, G, B, or A, respectively.
4. The glDrawPixels function 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 nth fragment such that
x (n) = x (r) + n mod width
y (n) = y (r) + n /width
where (x (r) , y (r) ) is the
current raster position.
5. These pixel fragments are then treated just
like the fragments generated by rasterizing points, lines, or polygons. The glDrawPixels
function applies texture mapping, fog, and all the fragment operations before
writing the fragments to the frame buffer.
GL_RED
Each pixel is
a single red component.
The glDrawPixels
function converts this component to the internal floating-point format in the
same way that the red component of an RGBA pixel is, and then converts it to an
RGBA pixel with green and blue set to 0.0, and alpha set to 1.0. After this
conversion, the pixel is treated just as if it had been read as an RGBA pixel.
GL_GREEN
Each pixel is
a single green component.
The glDrawPixels
function converts this component to the internal floating-point format in the
same way that the green component of an RGBA pixel is, and then converts it to
an RGBA pixel with red and blue set to 0.0, and alpha set to 1.0. After this conversion,
the pixel is treated just as if it had been read as an RGBA pixel.
GL_BLUE
Each pixel is
a single blue component.
The glDrawPixels
function converts this component to the internal floating-point format in the
same way that the blue component of an RGBA pixel is, and then converts it to
an RGBA pixel with red and green set to 0.0, and alpha set to 1.0. After this
conversion, the pixel is treated just as if it had been read as an RGBA pixel.
GL_ALPHA
Each pixel is
a single alpha component.
The glDrawPixels
function converts this component to the internal floating-point format in the
same way that the alpha component of an RGBA pixel is, and then converts it to
an RGBA pixel with red, green, and blue set to 0.0. After this conversion, the
pixel is treated just as if it had been read as an RGBA pixel.
GL_RGB
Each pixel is
a group of three components in this order: red, green, blue.
The glDrawPixels
function converts each component to the internal floating-point format in the
same way that the red, green, and blue components of an RGBA pixel are. The color
triple is converted to an RGBA pixel with alpha set to 1.0. After this
conversion, the pixel is treated just as if it had been read as an RGBA pixel.
GL_LUMINANCE
Each pixel is
a single luminance component.
The glDrawPixels
function converts this component to the internal floating-point format in the
same way that the red component of an RGBA pixel is, and then converts it to an
RGBA pixel with red, green, and blue set to the converted luminance value, and
alpha set to 1.0. After this conversion, the pixel is treated just as if it had
been read as an RGBA pixel.
GL_LUMINANCE_ALPHA
Each pixel is
a group of two components in this order: luminance, alpha.
The glDrawPixels
function converts the two components to the internal floating-point format in
the same way that the red component of an RGBA pixel is, and then converts them
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 just as if it had been read as an RGBA pixel.
GL_BGR_EXT
Each pixel is
a group of three components in this order: blue, green, red.
GL_BGR_EXT
provides a format that matches the memory layout of Windows device-independent
bitmaps (DIBs). Thus your applications can use the same data with Win32
function calls and OpenGL pixel function calls.
GL_BGRA_EXT
Each pixel is
a group of four components in this order: blue, green, red, alpha.
GL_BGRA_EXT
provides a format that matches the memory layout of Windows device-independent
bitmaps (DIBs). Thus your applications can use the same data with Win32
function calls and OpenGL pixel function calls.
type
The data type
for pixels. The following symbolic constants are accepted:
GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT,
GL_UNSIGNED_INT, GL_INT, and GL_FLOAT.
The following
table summarizes the meaning of the valid constants for the type
parameter.
Type |
Meaning |
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 |
pixels
A pointer to
the pixel data.
Remarks
The glDrawPixels
function reads pixel data from memory and writes it into the frame buffer
relative to the current raster position. Use glRasterPos
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 functions: glPixelStore
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. Each of these bytes, shorts,
integers, or floating-point values is interpreted as one color or depth
component, or one index, depending on format. Indexes are always treated
individually. Color components are treated as groups of one, two, three, or
four values, again based on format. Both individual indexes 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
The width by
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 4-byte boundary. The glPixelStore function specifies the 4-byte row
alignment with argument GL_UNPACK_ALIGNMENT, and you can set it to 1, 2, 4, or
8 bytes. Other pixel store parameters specify different read pointer
advancements, both before the first pixel is read, and after all width
pixels are read.
The glPixelStore
function operates on each of the width-by-height pixels that it
reads from memory in the same way, based on the values of several parameters
specified by glPixelTransfer
The
rasterization described thus far assumes pixel zoom factors of 1.0. If you use glPixelZoom to change the x and y
pixel zoom factors, pixels are converted to fragments as follows. If (x (r) , y (r) ) is the
current raster position, and a given pixel is in the n column and m
row of the pixel rectangle, then fragments are generated for pixels whose centers
are in the rectangle with corners at
(x (r) + zoom (x) n, y
(r) + zoom (y) m)
(x (r) + zoom (x) (n + 1), y (r) + zoom (y) (m + 1))
where zoom (x) is the value of GL_ZOOM_X and zoom (y) is the value of GL_ZOOM_Y.
The following
functions retrieve information related to glDrawPixels:
glGet
with argument GL_CURRENT_RASTER_POSITION
glGet with
argument GL_CURRENT_RASTER_POSITION_VALID
Error Codes
The following
are the error codes generated and their conditions.
Error
Code |
Condition |
GL_INVALID_VALUE
|
Either width
or height was negative. |
GL_INVALID_ENUM
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Either format
or type was not an accepted value. |
GL_INVALID_OPERATION
|
format was GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB,
GL_RGBA, GL_BGR_EXT, GL_BGRA_EXT, GL_LUMINANCE, or GL_LUMINANCE_ALPHA, and
OpenGL was in color-index mode. |
GL_INVALID_ENUM
|
type was GL_BITMAP and format was not either
GL_COLOR_INDEX or GL_STENCIL_INDEX. |
GL_INVALID_OPERATION
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format was GL_STENCIL_INDEX and there was no stencil
buffer. |
GL_INVALID_OPERATION
|
glDrawPixels was called between a call to glBegin and the
corresponding call to glEnd. |
See Also