001 package net.minecraft.src; 002 003 import cpw.mods.fml.common.Side; 004 import cpw.mods.fml.common.asm.SideOnly; 005 import java.nio.FloatBuffer; 006 import org.lwjgl.opengl.GL11; 007 008 @SideOnly(Side.CLIENT) 009 public class RenderHelper 010 { 011 /** Float buffer used to set OpenGL material colors */ 012 private static FloatBuffer colorBuffer = GLAllocation.createDirectFloatBuffer(16); 013 private static final Vec3 field_82884_b = Vec3.createVectorHelper(0.20000000298023224D, 1.0D, -0.699999988079071D).normalize(); 014 private static final Vec3 field_82885_c = Vec3.createVectorHelper(-0.20000000298023224D, 1.0D, 0.699999988079071D).normalize(); 015 016 /** 017 * Disables the OpenGL lighting properties enabled by enableStandardItemLighting 018 */ 019 public static void disableStandardItemLighting() 020 { 021 GL11.glDisable(GL11.GL_LIGHTING); 022 GL11.glDisable(GL11.GL_LIGHT0); 023 GL11.glDisable(GL11.GL_LIGHT1); 024 GL11.glDisable(GL11.GL_COLOR_MATERIAL); 025 } 026 027 /** 028 * Sets the OpenGL lighting properties to the values used when rendering blocks as items 029 */ 030 public static void enableStandardItemLighting() 031 { 032 GL11.glEnable(GL11.GL_LIGHTING); 033 GL11.glEnable(GL11.GL_LIGHT0); 034 GL11.glEnable(GL11.GL_LIGHT1); 035 GL11.glEnable(GL11.GL_COLOR_MATERIAL); 036 GL11.glColorMaterial(GL11.GL_FRONT_AND_BACK, GL11.GL_AMBIENT_AND_DIFFUSE); 037 float var0 = 0.4F; 038 float var1 = 0.6F; 039 float var2 = 0.0F; 040 GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, setColorBuffer(field_82884_b.xCoord, field_82884_b.yCoord, field_82884_b.zCoord, 0.0D)); 041 GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, setColorBuffer(var1, var1, var1, 1.0F)); 042 GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F)); 043 GL11.glLight(GL11.GL_LIGHT0, GL11.GL_SPECULAR, setColorBuffer(var2, var2, var2, 1.0F)); 044 GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, setColorBuffer(field_82885_c.xCoord, field_82885_c.yCoord, field_82885_c.zCoord, 0.0D)); 045 GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, setColorBuffer(var1, var1, var1, 1.0F)); 046 GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F)); 047 GL11.glLight(GL11.GL_LIGHT1, GL11.GL_SPECULAR, setColorBuffer(var2, var2, var2, 1.0F)); 048 GL11.glShadeModel(GL11.GL_FLAT); 049 GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, setColorBuffer(var0, var0, var0, 1.0F)); 050 } 051 052 /** 053 * Update and return colorBuffer with the RGBA values passed as arguments 054 */ 055 private static FloatBuffer setColorBuffer(double par0, double par2, double par4, double par6) 056 { 057 return setColorBuffer((float)par0, (float)par2, (float)par4, (float)par6); 058 } 059 060 /** 061 * Update and return colorBuffer with the RGBA values passed as arguments 062 */ 063 private static FloatBuffer setColorBuffer(float par0, float par1, float par2, float par3) 064 { 065 colorBuffer.clear(); 066 colorBuffer.put(par0).put(par1).put(par2).put(par3); 067 colorBuffer.flip(); 068 return colorBuffer; 069 } 070 071 /** 072 * Sets OpenGL lighting for rendering blocks as items inside GUI screens (such as containers). 073 */ 074 public static void enableGUIStandardItemLighting() 075 { 076 GL11.glPushMatrix(); 077 GL11.glRotatef(-30.0F, 0.0F, 1.0F, 0.0F); 078 GL11.glRotatef(165.0F, 1.0F, 0.0F, 0.0F); 079 enableStandardItemLighting(); 080 GL11.glPopMatrix(); 081 } 082 }