I have this code snippet from OpenTK using Open GL, which is used to draw texture on screen and works completely fine;
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, glOutputBufferID);
GL.BindTexture(TextureTarget.Texture2D, glOutputTexID);
GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, xRes, yRes,
PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, 0);
But what I want to do, is not to map output data to some texture, but to store it inside array; As I see from kernel code, data comes as uint.
How should I modify this code, so that I could get pixel data as uint[] _array?
I have managed to get it working:
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, bufferID);
Color color = Color.Black;
unsafe
{
byte* basePtr = (byte*)GL.MapBuffer(BufferTarget.PixelUnpackBuffer, BufferAccess.ReadOnly);
byte* pixPtr = basePtr;
for(int y = 0; y < yRes; y++)
{
int flipY = yRes-1-y; //used to vertically flip the output
for(int x = 0; x < xRes; x++)
{
result[flipY,x] = Color.FromArgb((int)pixPtr[3], (int)pixPtr[0], (int)pixPtr[1], (int)pixPtr[2]);
pixPtr += 4;
}
}
GL.UnmapBuffer(BufferTarget.PixelUnpackBuffer);
}
GL.BindBuffer(BufferTarget.PixelUnpackBuffer,0);