package net.minecraft.client.renderer;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import java.nio.FloatBuffer;
import net.minecraft.util.Vec3;
import org.lwjgl.opengl.GL11;
@SideOnly(Side.CLIENT)
public class RenderHelper
{
/** Float buffer used to set OpenGL material colors */
private static FloatBuffer colorBuffer = GLAllocation.createDirectFloatBuffer(16);
private static final Vec3 field_82884_b = Vec3.createVectorHelper(0.20000000298023224D, 1.0D, -0.699999988079071D).normalize();
private static final Vec3 field_82885_c = Vec3.createVectorHelper(-0.20000000298023224D, 1.0D, 0.699999988079071D).normalize();
private static final String __OBFID = "CL_00000629";
/**
* Disables the OpenGL lighting properties enabled by enableStandardItemLighting
*/
public static void disableStandardItemLighting()
{
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_LIGHT0);
GL11.glDisable(GL11.GL_LIGHT1);
GL11.glDisable(GL11.GL_COLOR_MATERIAL);
}
/**
* Sets the OpenGL lighting properties to the values used when rendering blocks as items
*/
public static void enableStandardItemLighting()
{
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_LIGHT0);
GL11.glEnable(GL11.GL_LIGHT1);
GL11.glEnable(GL11.GL_COLOR_MATERIAL);
GL11.glColorMaterial(GL11.GL_FRONT_AND_BACK, GL11.GL_AMBIENT_AND_DIFFUSE);
float f = 0.4F;
float f1 = 0.6F;
float f2 = 0.0F;
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, setColorBuffer(field_82884_b.xCoord, field_82884_b.yCoord, field_82884_b.zCoord, 0.0D));
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, setColorBuffer(f1, f1, f1, 1.0F));
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_SPECULAR, setColorBuffer(f2, f2, f2, 1.0F));
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, setColorBuffer(field_82885_c.xCoord, field_82885_c.yCoord, field_82885_c.zCoord, 0.0D));
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, setColorBuffer(f1, f1, f1, 1.0F));
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_SPECULAR, setColorBuffer(f2, f2, f2, 1.0F));
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, setColorBuffer(f, f, f, 1.0F));
}
/**
* Update and return colorBuffer with the RGBA values passed as arguments
*/
private static FloatBuffer setColorBuffer(double p_74517_0_, double p_74517_2_, double p_74517_4_, double p_74517_6_)
{
/**
* Update and return colorBuffer with the RGBA values passed as arguments
*/
return setColorBuffer((float)p_74517_0_, (float)p_74517_2_, (float)p_74517_4_, (float)p_74517_6_);
}
/**
* Update and return colorBuffer with the RGBA values passed as arguments
*/
private static FloatBuffer setColorBuffer(float p_74521_0_, float p_74521_1_, float p_74521_2_, float p_74521_3_)
{
colorBuffer.clear();
colorBuffer.put(p_74521_0_).put(p_74521_1_).put(p_74521_2_).put(p_74521_3_);
colorBuffer.flip();
/** Float buffer used to set OpenGL material colors */
return colorBuffer;
}
/**
* Sets OpenGL lighting for rendering blocks as items inside GUI screens (such as containers).
*/
public static void enableGUIStandardItemLighting()
{
GL11.glPushMatrix();
GL11.glRotatef(-30.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(165.0F, 1.0F, 0.0F, 0.0F);
enableStandardItemLighting();
GL11.glPopMatrix();
}
}