1 package com.irtimaled.bbor.client.renderers;
3 import com.irtimaled.bbor.client.config.ConfigManager;
4 import com.mojang.blaze3d.platform.GlStateManager;
5 import net.minecraft.client.Minecraft;
6 import org.lwjgl.opengl.GL11;
8 public class RenderHelper {
9 public static final int QUADS = GL11.GL_QUADS;
10 public static final int LINES = GL11.GL_LINES;
11 public static final int LINE_LOOP = GL11.GL_LINE_LOOP;
12 public static final int POINTS = GL11.GL_POINTS;
14 public static void beforeRender() {
16 GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
19 GlStateManager.disableCull();
22 if (ConfigManager.alwaysVisible.get()) {
23 GlStateManager.clear(GL11.GL_DEPTH_BUFFER_BIT, Minecraft.IS_RUNNING_ON_MAC);
27 public static void afterRender() {
29 GlStateManager.enableCull();
33 public static void beforeRenderFont(OffsetPoint offsetPoint) {
35 GlStateManager.pushMatrix();
37 GlStateManager.translated(offsetPoint.getX(), offsetPoint.getY() + 0.002D, offsetPoint.getZ());
38 GlStateManager.normal3f(0.0F, 1.0F, 0.0F);
39 GlStateManager.rotatef(0.0F, 0.0F, 1.0F, 0.0F);
40 GlStateManager.rotatef(90.0F, 1.0F, 0.0F, 0.0F);
41 GlStateManager.scalef(-0.0175F, -0.0175F, 0.0175F);
44 GlStateManager.blendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO);
49 public static void afterRenderFont() {
52 GlStateManager.popMatrix();
56 public static void disableLighting() {
57 GlStateManager.disableLighting();
60 public static void disableDepthTest() {
61 GlStateManager.disableDepthTest();
64 public static void enableDepthTest() {
65 GlStateManager.enableDepthTest();
68 public static void disableFog() {
69 GlStateManager.disableFog();
72 public static void disableBlend() {
73 GlStateManager.disableBlend();
76 public static void enableBlend() {
77 GlStateManager.enableBlend();
80 public static void disableAlphaTest() {
81 GlStateManager.disableAlphaTest();
84 public static void enableAlphaTest() {
85 GlStateManager.enableAlphaTest();
88 public static void disableTexture() {
89 GlStateManager.disableTexture();
92 public static void enableTexture() {
93 GlStateManager.enableTexture();
96 public static void shadeModelSmooth() {
97 GlStateManager.shadeModel(GL11.GL_SMOOTH);
100 public static void shadeModelFlat() {
101 GlStateManager.shadeModel(GL11.GL_FLAT);
104 public static void enablePointSmooth() {
105 GL11.glEnable(GL11.GL_POINT_SMOOTH);
108 public static void lineWidth2() {
109 GlStateManager.lineWidth(2f);
112 public static void polygonModeLine() {
113 GlStateManager.polygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_LINE);
116 public static void polygonModeFill() {
117 GlStateManager.polygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
120 public static void polygonOffsetMinusOne() {
121 GlStateManager.polygonOffset(-1.f, -1.f);
124 public static void enablePolygonOffsetLine() {
125 GlStateManager.enableLineOffset();
128 public static void depthMaskTrue() {
129 GlStateManager.depthMask(true);
132 public static void pointSize5() {
136 public static void blendFuncGui() {
137 GlStateManager.blendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ZERO, GL11.GL_ONE);