MirOS Manual: glDrawPixels(3)


GLDRAWPIXELS(3G)    UNIX Programmer's Manual     GLDRAWPIXELS(3G)

NAME

     glDrawPixels - write a block of pixels to the frame buffer

C SPECIFICATION

     void glDrawPixels( GLsizei width,
                        GLsizei height,
                        GLenum format,
                        GLenum type,
                        const GLvoid *pixels )

PARAMETERS

     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.

DESCRIPTION

     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.

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     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, depend-
     ing 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 com-
     ponents 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 x 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 pix-
     els 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 advance-
     ments, 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 x 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

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     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 replace-
               ment 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 ras-
               ter position z coordinate and texture coordinates
               to each pixel, then assigning x and y window coor-
               dinates 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

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               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 replace-
               ment 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

                          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

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          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 frag-
          ments 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 frag-
          ments by attaching the current raster position z coor-
          dinate and texture coordinates to each pixel, then
          assigning x and y window coordinates to the nth frag-
          ment such that

                          xn = xr + n mod width

                           yn = yr + | n/width |

          where (xr,yr) is the current raster position. These

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          pixel fragments are then treated just like the frag-
          ments 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, fol-
          lowed 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.

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     GL_LUMINANCE
          Each pixel is a single luminance component. This com-
          ponent 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 con-
          verted 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 con-
     stants 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 fac-
     tors of 1. If
     glPixelZoom is used to change the x and y pixel zoom

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     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 + zoomxn, yr + zoomym)

                  (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.

NOTES

     GL_BGR and GL_BGRA are only valid for format if the GL ver-
     sion 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.

ERRORS

     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 exe-
     cuted 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

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     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.

ASSOCIATED GETS

     glGet with argument GL_CURRENT_RASTER_POSITION
     glGet with argument GL_CURRENT_RASTER_POSITION_VALID

SEE ALSO

     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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