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. The allowable values are GL_COLOR_INDEX, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, GL_RGBA, GL_BGR_EXT, GL_BGRA_EXT, GL_ARGB_I3D, GL_422_EXT, GL_422_REV_EXT, GL_422_AVERAGE_EXT, and GL_422_REV_AVERAGE_EXT. |
type | Specifies the data type for pixel data. The allowable values are GL_BITMAP, GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2_EXT, GL_UNSIGNED_BYTE_2_3_3_REV_EXT, GL_UNSIGNED_SHORT_5_6_5_EXT, GL_UNSIGNED_SHORT_5_6_5_REV_EXT, GL_UNSIGNED_SHORT_4_4_4_4_EXT, GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT, GL_UNSIGNED_SHORT_5_5_5_1_EXT, GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT, GL_UNSIGNED_INT_8_8_8_8_EXT, GL_UNSIGNED_INT_8_8_8_8_REV_EXT, GL_UNSIGNED_INT_10_10_10_2_EXT, and GL_UNSIGNED_INT_2_10_10_10_REV_EXT. |
pixels | Specifies a pointer to the pixel data. |
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. 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_EXT | unsigned 8-bit integer |
GL_UNSIGNED_BYTE_2_3_3_REV_EXT | unsigned 8-bit integer |
GL_UNSIGNED_SHORT_5_6_5_EXT | unsigned 16-bit integer |
GL_UNSIGNED_SHORT_5_6_5_REV_EXT | unsigned 16-bit integer |
GL_UNSIGNED_SHORT_4_4_4_4_EXT | unsigned 16-bit integer |
GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT | unsigned 16-bit integer |
GL_UNSIGNED_SHORT_5_5_5_1_EXT | unsigned 16-bit integer |
GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT | unsigned 16-bit integer |
GL_UNSIGNED_INT_8_8_8_8_EXT | unsigned 32-bit integer |
GL_UNSIGNED_INT_8_8_8_8_REV_EXT | unsigned 32-bit integer |
GL_UNSIGNED_INT_10_10_10_2_EXT | unsigned 32-bit integer |
GL_UNSIGNED_INT_2_10_10_10_REV_EXT | unsigned 32-bit integer |
If type is GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, or GL_FLOAT, the data is read as a sequence of signed or unsigned bytes, shorts, or integers, or single-precision floating-point values. Each of these bytes, shorts, integers, or floating-point values is interpreted as one color component, one depth component, or one index, depending on format. Indices are always treated individually. Colors are treated as groups of one, two, three, or four elements, again based on format. Both individual indices and groups of components are referred to as pixels.
If type is GL_UNSIGNED_BYTE_3_3_2_EXT, GL_UNSIGNED_BYTE_2_3_3_REV_EXT, GL_UNSIGNED_SHORT_5_6_5_EXT, GL_UNSIGNED_SHORT_5_6_5_REV_EXT, GL_UNSIGNED_SHORT_4_4_4_4_EXT, GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT, GL_UNSIGNED_SHORT_5_5_5_1_EXT, GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT, GL_UNSIGNED_INT_8_8_8_8_EXT, GL_UNSIGNED_INT_8_8_8_8_REV_EXT, GL_UNSIGNED_INT_10_10_10_2_EXT, or GL_UNSIGNED_INT_2_10_10_10_REV_EXT, all the elements of each group are read from a single unsigned byte, unsigned short, or unsigned int. The number of elements per packed pixel is fixed by type, and must match the number of elements per group indicated by format.
The following table shows which values of format are valid for each of the packed pixel types:
type | Number of Elements | Format |
---|---|---|
GL_UNSIGNED_BYTE_3_3_2_EXT | 3 | GL_RGB |
GL_UNSIGNED_BYTE_2_3_3_REV_EXT | 3 | GL_RGB |
GL_UNSIGNED_SHORT_5_6_5_EXT | 3 | GL_RGB |
GL_UNSIGNED_SHORT_5_6_5_REV_EXT | 3 | GL_RGB |
GL_UNSIGNED_SHORT_4_4_4_4_EXT | 4 | GL_RGBA, GL_BGRA_EXT |
GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT | 4 | GL_RGBA, GL_BGRA_EXT |
GL_UNSIGNED_SHORT_5_5_5_1_EXT | 4 | GL_RGBA, GL_BGRA_EXT |
GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT | 4 | GL_RGBA, GL_BGRA_EXT |
GL_UNSIGNED_INT_8_8_8_8_EXT | 4 | GL_RGBA, GL_BGRA_EXT |
GL_UNSIGNED_INT_8_8_8_8_REV_EXT | 4 | GL_RGBA, GL_BGRA_EXT |
GL_UNSIGNED_INT_10_10_10_2_EXT | 4 | GL_RGBA, GL_BGRA_EXT |
GL_UNSIGNED_INT_2_10_10_10_REV_EXT | 4 | GL_RGBA, GL_BGRA_EXT |
The elements in a packed pixel are ordered such that the first element is in the most-significant bits, followed by the second element, etc. For example, if type is set to GL_UNSIGNED_SHORT_4_4_4_4_EXT then element 1 is read from bits 15-12, element 2 is read from bits 11-8, element 3 is read from bits 7-4 and element 4 is read from bits 3-0.
The elements in a reversed packed pixel are ordered such that the first element
is in the least-significant bits, followed by the second element, etc. For
example, if type is set to GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT then
element 1 is read from bits
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).
A total of width times 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.
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 the following symbolic values:
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
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.
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
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.
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.
If GL_MAP_COLOR is true, each color component is
clamped to the range
If GL_COLOR_TABLE_EXT is true, each color component is
clamped to the range
If GL_CONVOLUTION_2D_EXT or GL_SEPARABLE_2D_EXT is true, two-dimensional convolution will be performed on each color component according to the format of the convolution filter (see glConvolutionFilter2DEXT and glSeparableFilter2DEXT).
If GL_POST_CONVOLUTION_COLOR_TABLE_EXT is true, each color component is
clamped to the range
Each color is then transformed by the color matrix (see glMatrixMode).
If GL_POST_COLOR_MATRIX_COLOR_TABLE_EXT is true, each color component is
clamped to the range
Each color is then clamped to the color clamp values (see glPixelTransfer).
The GL then converts the resulting RGBA colors to fragments by attaching the current raster position z coordinate and texture coordinates to each pixel.
If GL_PIXEL_TEX_GEN_EXT, the image RGBA color is used as the texture coordinates for the fragment and the image color is replaced according to the pixel texture generation mode (see glPixelTexGenEXT).
Window coordinates x and y are assigned to the nth fragment according to the following equations:
xn = xr + n MOD width
yn = yr + | n / width |
where (xr, yr) is the current raster position. If GL_INTERLACE_EXT is enabled, the yn window coordinates is calculated as follows:
yn = yr + 2 * | n / width |
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.
For even pixels, red is set to converted luminance value, green is set to the even pixel's converted chrominance value, blue is set to the odd pixel's converted chrominance value, and alpha is set to 1.
For odd pixels, red is set to converted luminance value, green is set to the average of the even pixel's converted chrominance and the next even pixel's converted chrominance value, blue is set to the average of the odd pixel's converted chrominance and the next odd pixel's converted chrominance, and alpha is set to 1. If the next even or odd pixel does not exist, the behavior of the odd pixel is the same as the GL_422_EXT format.
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 + 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.
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_EXT, GL_BGRA_EXT, GL_ARGB_I3D, 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.