📄 drawpixels.html
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<STRONG>NAME</STRONG>
<STRONG>glDrawPixels</STRONG> - write a block of pixels to the frame buffer
<STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
void <STRONG>glDrawPixels</STRONG>( GLsizei <EM>width</EM>,
GLsizei <EM>height</EM>,
GLenum <EM>format</EM>,
GLenum <EM>type</EM>,
const GLvoid *<EM>pixels</EM> )
<STRONG>PARAMETERS</STRONG>
<EM>width</EM>, <EM>height</EM> Specify the dimensions of the pixel rectangle
to be written into the frame buffer.
<EM>format</EM> Specifies the format of the pixel data.
Symbolic constants <STRONG>GL_COLOR_INDEX</STRONG>,
<STRONG>GL_STENCIL_INDEX</STRONG>, <STRONG>GL_DEPTH_COMPONENT</STRONG>, <STRONG>GL_RGBA</STRONG>,
<STRONG>GL_RED</STRONG>, <STRONG>GL_GREEN</STRONG>, <STRONG>GL_BLUE</STRONG>, <STRONG>GL_ALPHA</STRONG>, <STRONG>GL_RGB</STRONG>,
<STRONG>GL_LUMINANCE</STRONG>, and <STRONG>GL_LUMINANCE_ALPHA</STRONG> are
accepted.
<EM>type</EM> Specifies the data type for <EM>pixels</EM>. Symbolic
constants <STRONG>GL_UNSIGNED_BYTE</STRONG>, <STRONG>GL_BYTE</STRONG>,
<STRONG>GL_BITMAP</STRONG>, <STRONG>GL_UNSIGNED_SHORT</STRONG>, <STRONG>GL_SHORT</STRONG>,
<STRONG>GL_UNSIGNED_INT</STRONG>, <STRONG>GL_INT</STRONG>, and <STRONG>GL_FLOAT</STRONG> are
accepted.
<EM>pixels</EM> Specifies a pointer to the pixel data.
<STRONG>DESCRIPTION</STRONG>
<STRONG>glDrawPixels</STRONG> reads pixel data from memory and writes it into
the frame buffer relative to the current raster position.
Use <STRONG>glRasterPos</STRONG> to set the current raster position; use
<STRONG>glGet</STRONG> with argument <STRONG>GL_CURRENT_RASTER_POSITION</STRONG> 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: <STRONG>glPixelStore</STRONG>, <STRONG>glPixelTransfer</STRONG>,
<STRONG>glPixelMap</STRONG>, and <STRONG>glPixelZoom</STRONG>. This reference page describes
the effects on <STRONG>glDrawPixels</STRONG> of many, but not all, of the
parameters specified by these four commands.
Data is read from <EM>pixels</EM> as a sequence of signed or unsigned
bytes, signed or unsigned shorts, signed or unsigned
integers, or single-precision floating-point values,
depending on <EM>type</EM>. Each of these bytes, shorts, integers,
or floating-point values is interpreted as one color or
depth component, or one index, depending on <EM>format</EM>. Indices
are always treated individually. Color components are
treated as groups of one, two, three, or four values, again
based on <EM>format</EM>. Both individual indices and groups of
components are referred to as pixels. If <EM>type</EM> is <STRONG>GL_BITMAP</STRONG>,
the data must be unsigned bytes, and <EM>format</EM> must be either
<STRONG>GL_COLOR_INDEX</STRONG> or <STRONG>GL_STENCIL_INDEX</STRONG>. Each unsigned byte is
treated as eight 1-bit pixels, with bit ordering determined
by <STRONG>GL_UNPACK_LSB_FIRST</STRONG> (see <STRONG>glPixelStore</STRONG>).
<EM>width</EM>x<EM>height</EM> pixels are read from memory, starting at
location <EM>pixels</EM>. By default, these pixels are taken from
adjacent memory locations, except that after all <EM>width</EM>
pixels are read, the read pointer is advanced to the next
four-byte boundary. The four-byte row alignment is
specified by <STRONG>glPixelStore</STRONG> with argument <STRONG>GL_UNPACK_ALIGNMENT</STRONG>,
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 <EM>width</EM> pixels are read. See the
<STRONG>glPixelStore</STRONG> reference page for details on these options.
The <EM>width</EM>x<EM>height</EM> pixels that are read from memory are each
operated on in the same way, based on the values of several
parameters specified by <STRONG>glPixelTransfer</STRONG> and <STRONG>glPixelMap</STRONG>. 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 <EM>format</EM>. <EM>format</EM> can assume
one of eleven symbolic values:
<STRONG>GL_COLOR_INDEX</STRONG>
Each pixel is a single value, a color index. It
is converted 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. 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
<STRONG>GL_INDEX_SHIFT</STRONG> bits and added to <STRONG>GL_INDEX_OFFSET</STRONG>.
If <STRONG>GL_INDEX_SHIFT</STRONG> 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
<STRONG>GL_PIXEL_MAP_I_TO_R</STRONG>, <STRONG>GL_PIXEL_MAP_I_TO_G</STRONG>,
<STRONG>GL_PIXEL_MAP_I_TO_B</STRONG>, and <STRONG>GL_PIXEL_MAP_I_TO_A</STRONG>
tables. If the GL is in color index mode, and if
<STRONG>GL_MAP_COLOR</STRONG> is true, the index is replaced with
the value that it references in lookup table
<STRONG>GL_PIXEL_MAP_I_TO_I</STRONG>. 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 a color index
buffer.
The GL then converts the resulting indices or RGBA
colors to fragments by attaching the current
raster position <EM>z</EM> coordinate and texture
coordinates to each pixel, then assigning x and y
window coordinates to the nth fragment such that
x = x + n mod width
n r
y = y + | n/width |
n r
where (x ,y ) is the current raster position.
These pi<STRONG>x</STRONG>elrfragments 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.
<STRONG>GL_STENCIL_INDEX</STRONG>
Each pixel is a single value, a stencil index. It
is converted 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. 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
<STRONG>GL_INDEX_SHIFT</STRONG> bits, and added to <STRONG>GL_INDEX_OFFSET</STRONG>.
If <STRONG>GL_INDEX_SHIFT</STRONG> is negative, the shift is to the
right. In either case, zero bits fill otherwise
unspecified bit locations in the result. If
<STRONG>GL_MAP_STENCIL</STRONG> is true, the index is replaced with
the value that it references in lookup table
<STRONG>GL_PIXEL_MAP_S_TO_S</STRONG>. 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 indices are then
written to the stencil buffer such that the nth
index is written to location
x = x + n mod width
n r
y = y + | n/width |
where (x ,y ) is the current raster position. Only the
pixel ow<STRONG>n</STRONG>er<STRONG>s</STRONG>hip test, the scissor test, and the stencil
writemask affect these write operations.
<STRONG>GL_DEPTH_COMPONENT</STRONG>
Each pixel is a single-depth component. Floating-point
data is converted 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 0 maps to 0.0. The resulting
floating-point depth value is then multiplied by by
<STRONG>GL_DEPTH_SCALE</STRONG> and added to <STRONG>GL_DEPTH_BIAS</STRONG>. 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
x = x + n mod width
n r
y = y + | n/width |
n r
where (x ,y ) is the current raster position. These
pixel fr<STRONG>a</STRONG>gm<STRONG>e</STRONG>nts 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.
<STRONG>GL_RGBA</STRONG>
Each pixel is a four-component group: for <STRONG>GL_RGBA</STRONG>, the
red component is first, followed by green, followed by
blue, followed by alpha. Floating-point values are
converted 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. (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 <STRONG>GL_c_SCALE</STRONG> and added to
<STRONG>GL_c_BIAS</STRONG>, where <EM>c</EM> is RED, GREEN, BLUE, and ALPHA for
the respective color components. The results are
clamped to the range [0,1].
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