Gl.CopyPixels (gb.opengl)
Static Sub CopyPixels ( X As Integer, Y As Integer, Width As Integer, Height As Integer, Buffer As Integer )
Copy pixels in the frame buffer.
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
Gl.CopyPixels 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:
Gl.PixelTransfer,
Gl.PixelMap, and
Gl.PixelZoom.
This reference page describes the effects on
Gl.CopyPixels of most,
but not all, of the parameters specified by these three commands.
Gl.CopyPixels copies values from each pixel with the lower left-hand corner at
for
and
.
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 Gl.ReadBuffer).
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 /wiki/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.
If the ARB_imaging extension is supported, the color values may
be
additionally processed by color-table lookups, color-matrix
transformations, and convolution filters.
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 /wiki/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
Gl.PixelZoom 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.
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 Gl.PixelStore have no effect on the operation
of
Gl.CopyPixels.
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
Gl.CopyPixels
is executed between the execution of
Gl.Begin
and the corresponding execution of
Gl.End.
Associated Gets
Gl.Get with argument Gl.CURRENT_RASTER_POSITION
Gl.Get with argument Gl.CURRENT_RASTER_POSITION_VALID
See also
Gl.ColorTable,
Gl.ConvolutionFilter1D,
Gl.ConvolutionFilter2D,
Gl.DrawPixels,
Gl.PixelMap,
Gl.PixelTransfer,
Gl.PixelZoom,
Gl.RasterPos,
Gl.ReadBuffer,
Gl.ReadPixels,
Gl.SeparableFilter2D,
Gl.WindowPos
See original documentation on OpenGL website