/* MapEvaluatorCurvedCrtMonitorRender.java (c) 2011-2013 Edward Swartz All rights reserved. This program and the accompanying materials are made available under the terms of the Eclipse Public License v1.0 which accompanies this distribution, and is available at http://www.eclipse.org/legal/epl-v10.html */ package v9t9.gui.client.swt.gl; import static org.lwjgl.opengl.GL11.GL_FILL; import static org.lwjgl.opengl.GL11.GL_MAP2_TEXTURE_COORD_2; import static org.lwjgl.opengl.GL11.GL_MAP2_VERTEX_3; import static org.lwjgl.opengl.GL11.glEnable; import static org.lwjgl.opengl.GL11.glEvalMesh2; import static org.lwjgl.opengl.GL11.glMap2f; import static org.lwjgl.opengl.GL11.glMapGrid2f; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; /** * Argh!!! Can't support multitexturing... blah. * * @author Ed * @deprecated * */ public class MapEvaluatorCurvedCrtMonitorRender extends BaseMonitorEffect { /** * */ private static final int SPLITS = 8; public static final MapEvaluatorCurvedCrtMonitorRender INSTANCE = new MapEvaluatorCurvedCrtMonitorRender(); private FloatBuffer points; private FloatBuffer texcoords; public MapEvaluatorCurvedCrtMonitorRender() { } private float[][][] pts = { { { 0, 0, 0 }, { 1, 0, 0 }, }, { { 0, 1, 0 }, { 1, 1, 0 }, } }; @Override public void init() { points = ByteBuffer.allocateDirect(4 * pts.length * pts[0].length * pts[0][0].length ).order(ByteOrder.nativeOrder()).asFloatBuffer(); for (float[][] p1 : pts) for (float[] p2 : p1) points.put(p2); points.rewind(); float[] txpts = { 0, 0, 0, 1, 1, 0, 1, 1, }; texcoords = ByteBuffer.allocateDirect(4 * txpts.length ).order(ByteOrder.nativeOrder()).asFloatBuffer(); texcoords.put(txpts); texcoords.rewind(); } @Override public void render() { glMap2f(GL_MAP2_VERTEX_3, 0, 1, // u1, u2 pts[0].length * pts[0][0].length, pts.length, // stride, order 0, 1, // v1, v2 3, pts[0].length, // stride, order points); glMap2f(GL_MAP2_TEXTURE_COORD_2, 0, 1, // u1, u2 texcoords.limit() / 4, 2, // stride, order 0, 1, // v1, v2 4, 2, // stride, order texcoords); glMapGrid2f(SPLITS, 0f, 1f, SPLITS, 0f, 1f); glEnable(GL_MAP2_VERTEX_3); glEnable(GL_MAP2_TEXTURE_COORD_2); glEvalMesh2(GL_FILL, 0, SPLITS, 0, SPLITS); } }