glDrawPixels - write a block of pixels to the frame
buffer
void glDrawPixels( GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const GLvoid *pixels )
- width,
height
- Specify the dimensions of the pixel rectangle to be written into the frame
buffer.
- format
- Specifies the format 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 * 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 * 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 format 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^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 nth fragment such that
xn = xr + n mod width
yn = yr + n/width
- where (xr, yr) 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^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 nth index is
written to location
xn = xr + n mod width
yn = yr + n/width
- where (xr , yr) 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 nth fragment such that
xn = xr + n mod width
yn = yr + n/width
- where (xr , yr) 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 nth fragment
such that
xn = xr + n mod width
yn = yr + n/width
- where (xr , yr) 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 (xr, yr) is the current raster
position, and a given pixel is in the nth column and mth row of the pixel
rectangle, then fragments are generated for pixels whose centers are in the
rectangle with corners at
( xr + zoomx * n, yr + zoomy *m)
( xr + zoomx * (n+1), yr + zoomy *(m+1))
where zoomx is the value of GL_ZOOM_X and zoomy 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, glBlendFunc, glCopyPixels,
glDepthFunc, glLogicOp, glPixelMap,
glPixelStore, glPixelTransfer, glPixelZoom,
glRasterPos, glReadPixels, glScissor,
glStencilFunc