glCopyPixels: copy pixels in the frame buffer.
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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 + i, y +
j) for 0i<width and 0j<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 2b 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
(xr + i , yr +
j), where (xr,
yr) 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
(xr + i, yr +
j), where (xr,
yr) 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
2b1, 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
(xr + i, yr +
j), 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 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 (xr, yr) 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
(xr + zoomxi,
yr + zoomy j )
and
(xr + zoomx(i+1),
yr + zoomy ( j+1))
where zoomx is the value of GL_ZOOM_X and
zoomy 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