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GLCOPYPIXELS() |
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GLCOPYPIXELS() |
glCopyPixels - copy pixels in the frame buffer
void glCopyPixels( GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum type )
- x, y
- Specify the window coordinates of the lower left corner of the rectangular
region of pixels to be copied.
- width, height
- Specify the dimensions of the rectangular region of pixels to be copied.
Both must be nonnegative.
- type
- Specifies whether color values, depth values, or stencil values are to be
copied. Symbolic constants GL_COLOR, GL_DEPTH, and
GL_STENCIL are accepted.
glCopyPixels copies a screen-aligned rectangle of pixels from the
specified frame buffer location to a region relative to the current raster
position. Its operation is well defined only if the entire pixel source region
is within the exposed portion of the window. Results of copies from outside
the window, or from regions of the window that are not exposed, are hardware
dependent and undefined.
x and y specify the window coordinates of the lower
left corner of the rectangular region to be copied. width and
height specify the dimensions of the rectangular region to be copied.
Both width and height must not be negative.
Several parameters control the processing of the pixel data while
it is being copied. These parameters are set with three commands:
glPixelTransfer, glPixelMap, and glPixelZoom. This
reference page describes the effects on glCopyPixels of most, but not
all, of the parameters specified by these three commands.
glCopyPixels copies values from each pixel with the lower
left-hand corner at (x +
, y +
) for 0≤
<width and 0≤
<height. This pixel is said to be the
th pixel in the
th row. Pixels are copied in row order from the lowest to the highest row,
left to right in each row.
type specifies whether color, depth, or stencil data is to
be copied. The details of the transfer for each data type are as
follows:
- GL_COLOR
- Indices or RGBA colors are read from the buffer currently specified as the
read source buffer (see glReadBuffer). If the GL is in color index
mode, each index that is read from this buffer is converted to a
fixed-point format with an unspecified number of bits to the right of the
binary point. Each 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_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
, where
is the number of bits in a color index buffer.
- If the GL is in RGBA mode, the red, green, blue, and alpha components of
each pixel that is read are converted to an internal floating-point format
with unspecified precision. The conversion maps the largest representable
component value to 1.0, and component value 0 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.
- 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 window coordinates (
), where (
) is the current raster position, and the pixel was the
th pixel in the
th row. 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_DEPTH
- Depth values are read from the depth buffer and converted directly to an
internal floating-point format with unspecified precision. 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 window coordinates (
), where (
) is the current raster position, and the pixel was the
th pixel in the
th row. 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
- Stencil indices are read from the stencil buffer and converted to an
internal fixed-point format with an unspecified number of bits to the
right of the binary point. 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
, where
is the number of bits in the stencil buffer. The resulting stencil indices
are then written to the stencil buffer such that the index read from the
th location of the
th row is written to location (
), where (
) is the current raster position. Only the pixel ownership test, the scissor
test, and the stencil writemask affect these write operations.
The rasterization described thus far assumes pixel zoom factors of
1.0. If
glPixelZoom is used to change the
and
pixel zoom factors, pixels are converted to fragments as follows. If (
,
) is the current raster position, and a given pixel is in the
th location in the
th row of the source pixel rectangle, then fragments are generated for pixels
whose centers are in the rectangle with corners at
(
,
)
and
(
,
)
where
is the value of GL_ZOOM_X and
is the value of GL_ZOOM_Y.
To copy the color pixel in the lower left corner of the window to the current
raster position, use glCopyPixels(0, 0, 1, 1, GL_COLOR);
Modes specified by glPixelStore have no effect on the operation of
glCopyPixels.
GL_INVALID_ENUM is generated if type is not an accepted value.
GL_INVALID_VALUE is generated if either width or
height is negative.
GL_INVALID_OPERATION is generated if type is
GL_DEPTH and there is no depth buffer.
GL_INVALID_OPERATION is generated if type is
GL_STENCIL and there is no stencil buffer.
GL_INVALID_OPERATION is generated if glCopyPixels is
executed between the execution of glBegin and the corresponding
execution of glEnd.
glGet with argument GL_CURRENT_RASTER_POSITION
glGet with argument GL_CURRENT_RASTER_POSITION_VALID
glDepthFunc, glDrawBuffer, glDrawPixels, glPixelMap,
glPixelTransfer, glPixelZoom, glRasterPos,
glReadBuffer, glReadPixels, glStencilFunc
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