001 package net.minecraft.client.renderer;
002
003 import cpw.mods.fml.relauncher.Side;
004 import cpw.mods.fml.relauncher.SideOnly;
005 import java.nio.FloatBuffer;
006 import net.minecraft.util.Vec3;
007 import org.lwjgl.opengl.GL11;
008
009 @SideOnly(Side.CLIENT)
010 public class RenderHelper
011 {
012 /** Float buffer used to set OpenGL material colors */
013 private static FloatBuffer colorBuffer = GLAllocation.createDirectFloatBuffer(16);
014 private static final Vec3 field_82884_b = Vec3.createVectorHelper(0.20000000298023224D, 1.0D, -0.699999988079071D).normalize();
015 private static final Vec3 field_82885_c = Vec3.createVectorHelper(-0.20000000298023224D, 1.0D, 0.699999988079071D).normalize();
016
017 /**
018 * Disables the OpenGL lighting properties enabled by enableStandardItemLighting
019 */
020 public static void disableStandardItemLighting()
021 {
022 GL11.glDisable(GL11.GL_LIGHTING);
023 GL11.glDisable(GL11.GL_LIGHT0);
024 GL11.glDisable(GL11.GL_LIGHT1);
025 GL11.glDisable(GL11.GL_COLOR_MATERIAL);
026 }
027
028 /**
029 * Sets the OpenGL lighting properties to the values used when rendering blocks as items
030 */
031 public static void enableStandardItemLighting()
032 {
033 GL11.glEnable(GL11.GL_LIGHTING);
034 GL11.glEnable(GL11.GL_LIGHT0);
035 GL11.glEnable(GL11.GL_LIGHT1);
036 GL11.glEnable(GL11.GL_COLOR_MATERIAL);
037 GL11.glColorMaterial(GL11.GL_FRONT_AND_BACK, GL11.GL_AMBIENT_AND_DIFFUSE);
038 float var0 = 0.4F;
039 float var1 = 0.6F;
040 float var2 = 0.0F;
041 GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, setColorBuffer(field_82884_b.xCoord, field_82884_b.yCoord, field_82884_b.zCoord, 0.0D));
042 GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, setColorBuffer(var1, var1, var1, 1.0F));
043 GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F));
044 GL11.glLight(GL11.GL_LIGHT0, GL11.GL_SPECULAR, setColorBuffer(var2, var2, var2, 1.0F));
045 GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, setColorBuffer(field_82885_c.xCoord, field_82885_c.yCoord, field_82885_c.zCoord, 0.0D));
046 GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, setColorBuffer(var1, var1, var1, 1.0F));
047 GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F));
048 GL11.glLight(GL11.GL_LIGHT1, GL11.GL_SPECULAR, setColorBuffer(var2, var2, var2, 1.0F));
049 GL11.glShadeModel(GL11.GL_FLAT);
050 GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, setColorBuffer(var0, var0, var0, 1.0F));
051 }
052
053 /**
054 * Update and return colorBuffer with the RGBA values passed as arguments
055 */
056 private static FloatBuffer setColorBuffer(double par0, double par2, double par4, double par6)
057 {
058 return setColorBuffer((float)par0, (float)par2, (float)par4, (float)par6);
059 }
060
061 /**
062 * Update and return colorBuffer with the RGBA values passed as arguments
063 */
064 private static FloatBuffer setColorBuffer(float par0, float par1, float par2, float par3)
065 {
066 colorBuffer.clear();
067 colorBuffer.put(par0).put(par1).put(par2).put(par3);
068 colorBuffer.flip();
069 return colorBuffer;
070 }
071
072 /**
073 * Sets OpenGL lighting for rendering blocks as items inside GUI screens (such as containers).
074 */
075 public static void enableGUIStandardItemLighting()
076 {
077 GL11.glPushMatrix();
078 GL11.glRotatef(-30.0F, 0.0F, 1.0F, 0.0F);
079 GL11.glRotatef(165.0F, 1.0F, 0.0F, 0.0F);
080 enableStandardItemLighting();
081 GL11.glPopMatrix();
082 }
083 }