Example usage for org.lwjgl.opengl GL11 GL_BYTE

List of usage examples for org.lwjgl.opengl GL11 GL_BYTE

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 GL_BYTE.

Prototype

int GL_BYTE

To view the source code for org.lwjgl.opengl GL11 GL_BYTE.

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Usage

From source file:org.terasology.logic.manager.PostProcessingRenderer.java

License:Apache License

private void updateExposure() {
    if (Config.getInstance().isEyeAdaption()) {

        ByteBuffer pixels = BufferUtils.createByteBuffer(4);
        FBO scene = PostProcessingRenderer.getInstance().getFBO("scene1");

        scene.bind();/*from  ww w  . j  a va2s . co m*/
        glReadPixels(0, 0, 1, 1, GL12.GL_BGRA, GL11.GL_BYTE, pixels);
        scene.unbind();

        _sceneLuminance = 0.2126f * pixels.get(2) / 255.f + 0.7152f * pixels.get(1) / 255.f
                + 0.0722f * pixels.get(0) / 255.f;

        float targetExposure = MAX_EXPOSURE;

        if (_sceneLuminance > 0) {
            targetExposure = TARGET_LUMINANCE / _sceneLuminance;
        }

        float maxExposure = MAX_EXPOSURE;

        if (CoreRegistry.get(WorldRenderer.class).getSkysphere().getDaylight() == 0.0) {
            maxExposure = MAX_EXPOSURE_NIGHT;
        }

        if (targetExposure > maxExposure) {
            targetExposure = maxExposure;
        } else if (targetExposure < MIN_EXPOSURE) {
            targetExposure = MIN_EXPOSURE;
        }

        _exposure = (float) TeraMath.lerp(_exposure, targetExposure, ADJUSTMENT_SPEED);

    } else {
        if (CoreRegistry.get(WorldRenderer.class).getSkysphere().getDaylight() == 0.0) {
            _exposure = MAX_EXPOSURE_NIGHT;
        } else {
            _exposure = DEFAULT_EXPOSURE;
        }
    }
}

From source file:shadowmage.meim.client.gui.GuiModelEditor.java

License:Open Source License

protected void doSelection() {
    int posX = Mouse.getX();
    int posY = Mouse.getY();

    GL11.glDisable(GL11.GL_TEXTURE_2D);//  w w  w.j  a v  a  2  s.  co m
    GL11.glClearColor(1.f, 1.f, 1.f, 1.f);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    GuiModelEditor.model.renderForSelection();

    byte[] pixelColorsb = new byte[3];
    ByteBuffer pixelColors = ByteBuffer.allocateDirect(3);
    GL11.glReadPixels(posX, posY, 1, 1, GL11.GL_RGB, GL11.GL_BYTE, pixelColors);

    for (int i = 0; i < 3; i++) {
        pixelColorsb[i] = pixelColors.get(i);
    }

    int r = pixelColorsb[0];
    int g = pixelColorsb[1];
    int b = pixelColorsb[2];

    GL11.glEnable(GL11.GL_TEXTURE_2D);
    AWLog.logDebug("colors clicked on: " + r + "," + g + "," + b);
    int color = (r << 16) | (g << 8) | b;
    AWLog.logDebug("color out: " + color);

    GL11.glClearColor(.2f, .2f, .2f, 1.f);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    Primitive p = model.getPrimitive(color);
    if (p == null) {
        this.setSelectedPiece(null);
        this.setSelectedPrimitive(null);
    } else {
        this.setSelectedPrimitive(p);
    }
}