Class AWTGLReadBufferUtil

java.lang.Object
com.jogamp.opengl.util.GLReadBufferUtil
com.jogamp.opengl.util.awt.AWTGLReadBufferUtil

public class AWTGLReadBufferUtil extends GLReadBufferUtil
GLReadBufferUtil specialization allowing to read out a frambuffer to an AWT BufferedImage utilizing AWTPixelBufferProviderInt for further AWT processing.
  • Constructor Details

    • AWTGLReadBufferUtil

      public AWTGLReadBufferUtil(GLProfile glp, boolean alpha)
      Parameters:
      alpha -
  • Method Details

    • getAWTGLPixelBuffer

      public AWTGLPixelBuffer getAWTGLPixelBuffer()
    • readPixelsToBufferedImage

      public BufferedImage readPixelsToBufferedImage(GL gl, boolean awtOrientation)
      Read the drawable's pixels to TextureData and Texture, if requested at construction, and returns an aligned BufferedImage.
      Parameters:
      gl - the current GL context object. It's read drawable is being used as the pixel source.
      awtOrientation - flips the data vertically if true. The context's drawable GLDrawable.isGLOriented() state is taken into account. Vertical flipping is propagated to TextureData and handled in a efficient manner there (TextureCoordinates and TextureIO writer).
      See Also:
    • readPixelsToBufferedImage

      public BufferedImage readPixelsToBufferedImage(GL gl, int inX, int inY, int inWidth, int inHeight, boolean awtOrientation)
      Read the drawable's pixels to TextureData and Texture, if requested at construction, and returns an aligned BufferedImage.
      Parameters:
      gl - the current GL context object. It's read drawable is being used as the pixel source.
      inX - readPixel x offset
      inY - readPixel y offset
      inWidth - optional readPixel width value, used if [1 .. drawable.width], otherwise using drawable.width
      inHeight - optional readPixel height, used if [1 .. drawable.height], otherwise using drawable.height
      awtOrientation - flips the data vertically if true. The context's drawable GLDrawable.isGLOriented() state is taken into account. Vertical flipping is propagated to TextureData and handled in a efficient manner there (TextureCoordinates and TextureIO writer).
      See Also: