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.MinecraftClient;
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, MinecraftClient.IS_SYSTEM_MAC);
27 public static void afterRender() {
29 GlStateManager.enableCull();
33 public static void beforeRenderFont(OffsetPoint offsetPoint) {
34 GlStateManager.pushMatrix();
36 GlStateManager.translated(offsetPoint.getX(), offsetPoint.getY() + 0.002D, offsetPoint.getZ());
37 GlStateManager.normal3f(0.0F, 1.0F, 0.0F);
38 GlStateManager.rotatef(0.0F, 0.0F, 1.0F, 0.0F);
39 GlStateManager.rotatef(90.0F, 1.0F, 0.0F, 0.0F);
40 GlStateManager.scalef(-0.0175F, -0.0175F, 0.0175F);
43 GlStateManager.blendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO);
48 public static void afterRenderFont() {
51 GlStateManager.popMatrix();
55 public static void disableLighting() {
56 GlStateManager.disableLighting();
59 public static void disableDepthTest() {
60 GlStateManager.disableDepthTest();
63 public static void enableDepthTest() {
64 GlStateManager.enableDepthTest();
67 public static void disableFog() {
68 GlStateManager.disableFog();
71 public static void disableBlend() {
72 GlStateManager.disableBlend();
75 public static void enableBlend() {
76 GlStateManager.enableBlend();
79 public static void disableAlphaTest() {
80 GlStateManager.disableAlphaTest();
83 public static void enableAlphaTest() {
84 GlStateManager.enableAlphaTest();
87 public static void disableTexture() {
88 GlStateManager.disableTexture();
91 public static void enableTexture() {
92 GlStateManager.enableTexture();
95 public static void shadeModelSmooth() {
96 GlStateManager.shadeModel(GL11.GL_SMOOTH);
99 public static void shadeModelFlat() {
100 GlStateManager.shadeModel(GL11.GL_FLAT);
103 public static void enablePointSmooth() {
104 GL11.glEnable(GL11.GL_POINT_SMOOTH);
107 public static void lineWidth2() {
108 GlStateManager.lineWidth(2f);
111 public static void polygonModeLine() {
112 GlStateManager.polygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_LINE);
115 public static void polygonModeFill() {
116 GlStateManager.polygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
119 public static void polygonOffsetMinusOne() {
120 GlStateManager.polygonOffset(-1.f, -1.f);
123 public static void enablePolygonOffsetLine() {
124 GlStateManager.enableLineOffset();
127 public static void depthMaskTrue() {
128 GlStateManager.depthMask(true);
131 public static void pointSize5() {
135 public static void blendFuncGui() {
136 GlStateManager.blendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ZERO, GL11.GL_ONE);
139 public static void depthFuncAlways() {
140 GlStateManager.depthFunc(GL11.GL_ALWAYS);
143 public static void depthFuncLessEqual() {
144 GlStateManager.depthFunc(GL11.GL_LEQUAL);