DragonFly On-Line Manual Pages
GLCOPYPIXELS() GLCOPYPIXELS()
NAME
glCopyPixels - copy pixels in the frame buffer
C SPECIFICATION
void glCopyPixels( GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum type )
PARAMETERS
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.
DESCRIPTION
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 + i, y + j) for 0<=i<width and 0<=j<height. This pixel
is said to be the ith pixel in the jth 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 2^b - 1, where b 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 (x_r + i, y_r +
j), where (x_r, y_r) is the current raster position, and
the pixel was the ith pixel in the jth 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 (x_r + i, y_r + j),
where (x_r, y_r) is the current raster position, and the
pixel was the ith pixel in the jth 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 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 index read from the ith location of the
jth row is written to location (x_r + i, y_r + j), where
(x_r, y_r) 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 x and y pixel zoom factors, pixels
are converted to fragments as follows. If (x_r, y_r) is the current
raster position, and a given pixel is in the ith location in the jth
row of the source pixel rectangle, then fragments are generated for
pixels whose centers are in the rectangle with corners at
(
x_r + zoom_x i, y_r + zoom_y j)
and
(
x_r + zoom_x (i + 1), y_r + zoom_y (j + 1))
where zoom_x is the value of GL_ZOOM_X and zoom_y is the value of
GL_ZOOM_Y.
EXAMPLES
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);
NOTES
Modes specified by glPixelStore have no effect on the operation of
glCopyPixels.
ERRORS
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.
ASSOCIATED GETS
glGet with argument GL_CURRENT_RASTER_POSITION
glGet with argument GL_CURRENT_RASTER_POSITION_VALID
SEE ALSO
glDepthFunc, glDrawBuffer, glDrawPixels, glPixelMap, glPixelTransfer,
glPixelZoom, glRasterPos, glReadBuffer, glReadPixels, glStencilFunc
GLCOPYPIXELS()