Reputation: 26762
I'm trying to store pixel data by using glReadPixels, but so far I managed to only store it one pixel at a time. I'm not sure if this is the way to go. I currently have this:
unsigned char pixels[3];
glReadPixels(50,50, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, pixels);
What would be a good way to store it in an array, so that I can get the values like this:
pixels[20][50][0]; // x=20 y=50 -> R value
pixels[20][50][1]; // x=20 y=50 -> G value
pixels[20][50][2]; // x=20 y=50 -> B value
I guess I could simple put it in a loop:
for ( all pixels on Y axis )
{
for ( all pixels in X axis )
{
unsigned char pixels[width][height][3];
glReadPixels(x,y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, pixels[x][y]);
}
}
But I have the feeling that there must be a much better way to do this. But I do however need my array to be like I described above the code. So would the for loop idea be good, or is there a better way?
Upvotes: 2
Views: 3343
Reputation: 12917
If you'll define pixel array like: this:
unsigned char pixels[MAX_Y][MAX_X][3];
And the you'll access it like this:
pixels[y][x][0] = r;
pixels[y][x][1] = g;
pixels[y][x][2] = b;
Then you'll be able to read pixels with one glReadPixels call:
glReadPixels(left, top, MAX_Y, MAX_X, GL_RGB, GL_UNSIGNED_BYTE, pixels);
Upvotes: 1
Reputation: 24403
What you can do is declare a simple one dimensional array in a struct and use operator overloading for convenient subscript notation
struct Pixel2d
{
static const int SIZE = 50;
unsigned char& operator()( int nCol, int nRow, int RGB)
{
return pixels[ ( nCol* SIZE + nRow) * 3 + RGB];
}
unsigned char pixels[SIZE * SIZE * 3 ];
};
int main()
{
Pixel2d p2darray;
glReadPixels(50,50, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &p.pixels);
for( int i = 0; i < Pixel2d::SIZE ; ++i )
{
for( int j = 0; j < Pixel2d::SIZE ; ++j )
{
unsigned char rpixel = p2darray(i , j , 0);
unsigned char gpixel = p2darray(i , j , 1);
unsigned char bpixel = p2darray(i , j , 2);
}
}
}
Here you are reading a 50*50 pixel in one shot and using operator()( int nCol, int nRow, int RGB)
operator provides the needed convenience. For performance reasons you don't want to make too many glReadPixels
calls
Upvotes: 0
Reputation: 14678
glReadPixels
simply returns bytes in the order R, G, B, R, G, B, ...
(based on your setting of GL_RGB
) from the bottom left of the screen going up to the top right. From the OpenGL documentation:
glReadPixels returns pixel data from the frame buffer, starting with the pixel whose lower left corner is at location (x, y), into client memory starting at location data. Several parameters control the processing of the pixel data before it is placed into client memory. These parameters are set with three commands: glPixelStore, glPixelTransfer, and glPixelMap. This reference page describes the effects on glReadPixels of most, but not all of the parameters specified by these three commands.
The overhead of calling glReadPixels
thousands of times will most likely take a noticeable amount of time (depends on the window size, I wouldn't be surprised if the loop took 1-2 seconds).
It is recommended that you only call glReadPixels
once and store it in a byte array of size (width - x) * (height - y) * 3
. From there you can either reference a pixel's component location with data[(py * width + px) * 3 + component]
where px
and py
are the pixel locations you want to look up, and component
being the R, G, or B components of the pixel.
If you absolutely must have it in a 3-dimensional array, you can write some code to rearrange the 1d array after the glReadPixels
call.
Upvotes: 5