Gl.DrawPixels (gb.opengl)
Static Sub DrawPixels ( Image As Image )
Write a block of pixels to the frame buffer.
Parameters
- width, height
-
Specify the dimensions of the pixel rectangle to be written
into the frame buffer.
- format
-
Specifies the format 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 data.
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.
- data
-
Specifies a pointer to the pixel data.
Description
Gl.DrawPixels 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
Gl.RasterPos or Gl.WindowPos to set the current raster position; use
Gl.Get with argument Gl.CURRENT_RASTER_POSITION_VALID
to determine if the specified raster position is valid, and
Gl.Get with argument Gl.CURRENT_RASTER_POSITION
to query the raster position.
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:
Gl.PixelStore,
Gl.PixelTransfer,
Gl.PixelMap, and Gl.PixelZoom.
This reference page describes the effects on
Gl.DrawPixels of many,
but not all, of the parameters specified by these four commands.
Data is read from
data 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.
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, or
Gl.UNSIGNED_INT_10_10_10_2, each unsigned value is interpreted as
containing all the components 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, or
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 Gl.PixelStore).
pixels are read from memory,
starting at location
data.
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 Gl.PixelStore 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 Gl.PixelStore reference page for details on these options.
If a non-zero named buffer object is bound to the Gl.PIXEL_UNPACK_BUFFER target
(see Gl.BindBuffer) while a block of pixels is
specified,
data is treated as a byte offset into the buffer object's data store.
The
pixels that are read from memory are
each operated on in the same way,
based on the values of several parameters specified by Gl.PixelTransfer
and Gl.PixelMap.
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 13 symbolic values:
- Gl.COLOR_INDEX
-
Each pixel is a single value,
a color index.
It is converted to fixed-point format,
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 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.
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
and
window coordinates to the
th
fragment such that
where
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
-
Each pixel is a single value,
a stencil index.
It is converted to fixed-point format,
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 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
th
index 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.
- Gl.DEPTH_COMPONENT
-
Each pixel is a single-depth component.
Floating-point data is converted directly to an internal floating-point
format with unspecified precision.
Signed integer data is mapped linearly to the internal floating-point
format such that the most positive representable integer value maps to 1.0,
and the most negative representable value maps to
.
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
.
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
and
window coordinates to the
th
fragment such that
where
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.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
format with unspecified precision.
Signed integer values are mapped linearly to the internal floating-point
format such that the most positive representable integer value maps to 1.0,
and the most negative representable value maps to
.
(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
.
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 fragments
by attaching the current raster position z coordinate and
texture coordinates to each pixel,
then assigning
and
window coordinates to the
th
fragment such that
where
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.RED
-
Each pixel is a single red component.
This component is converted to the internal floating-point format 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 format 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 format 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 format 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, followed 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 format 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.
- Gl.LUMINANCE
-
Each pixel is a single luminance component.
This component is converted to the internal floating-point format 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 format 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 converted 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 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
|
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 factors of 1.
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
column and
th
row
of the pixel rectangle,
then fragments are generated for pixels whose centers are in the rectangle
with corners at
where
is the value of Gl.ZOOM_X and
is the value of Gl.ZOOM_Y.
Notes
Gl.BGR and Gl.BGRA are only valid for
format if the GL
version 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_ENUM is generated if
format or
type is not one of
the accepted values.
Gl.INVALID_ENUM is generated if
type is Gl.BITMAP and
format is not either Gl.COLOR_INDEX or Gl.STENCIL_INDEX.
Gl.INVALID_VALUE is generated if either
width or
height is negative.
Gl.INVALID_OPERATION is generated if
format is Gl.STENCIL_INDEX
and there is no stencil buffer.
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_OPERATION is generated if
format is one of
Gl.UNSIGNED_BYTE_3_3_2,
Gl.UNSIGNED_BYTE_2_3_3_REV,
Gl.UNSIGNED_SHORT_5_6_5, or
Gl.UNSIGNED_SHORT_5_6_5_REV
and
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.
Gl.INVALID_OPERATION is generated if a non-zero buffer object name is bound to the
Gl.PIXEL_UNPACK_BUFFER target and the buffer object's data store is currently mapped.
Gl.INVALID_OPERATION is generated if a non-zero buffer object name is bound to the
Gl.PIXEL_UNPACK_BUFFER target and the data would be unpacked from the buffer
object such that the memory reads required would exceed the data store size.
Gl.INVALID_OPERATION is generated if a non-zero buffer object name is bound to the
Gl.PIXEL_UNPACK_BUFFER target and
data is not evenly divisible
into the number of bytes needed to store in memory a datum indicated by
type.
Gl.INVALID_OPERATION is generated if
Gl.DrawPixels
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
Gl.Get with argument Gl.PIXEL_UNPACK_BUFFER_BINDING
See also
Gl.LogicOp,
Gl.PixelMap,
Gl.PixelStore,
Gl.PixelTransfer,
Gl.PixelZoom,
Gl.RasterPos,
Gl.ReadPixels,
Gl.Scissor,
Gl.WindowPos
See original documentation on OpenGL website