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| 1 | +package org.dimdev.utils; |
| 2 | + |
| 3 | +import net.minecraft.client.renderer.GlStateManager; |
| 4 | +import net.minecraft.client.renderer.OpenGlHelper; |
| 5 | +import net.minecraft.client.renderer.RenderHelper; |
| 6 | +import org.lwjgl.opengl.*; |
| 7 | + |
| 8 | +public class GlUtil { |
| 9 | + public static void resetState() { |
| 10 | + // Clear matrix stack |
| 11 | + GlStateManager.matrixMode(GL11.GL_MODELVIEW); |
| 12 | + GlStateManager.loadIdentity(); |
| 13 | + GlStateManager.matrixMode(GL11.GL_PROJECTION); |
| 14 | + GlStateManager.loadIdentity(); |
| 15 | + GlStateManager.matrixMode(GL11.GL_TEXTURE); |
| 16 | + GlStateManager.loadIdentity(); |
| 17 | + GlStateManager.matrixMode(GL11.GL_COLOR); |
| 18 | + GlStateManager.loadIdentity(); |
| 19 | + |
| 20 | + // Clear attribute stacks TODO: Broken, a stack underflow breaks LWJGL |
| 21 | + // try { |
| 22 | + // do GL11.glPopAttrib(); while (GlStateManager.glGetError() == 0); |
| 23 | + // } catch (Throwable ignored) {} |
| 24 | + // |
| 25 | + // try { |
| 26 | + // do GL11.glPopClientAttrib(); while (GlStateManager.glGetError() == 0); |
| 27 | + // } catch (Throwable ignored) {} |
| 28 | + |
| 29 | + // Reset texture |
| 30 | + GlStateManager.bindTexture(0); |
| 31 | + GlStateManager.disableTexture2D(); |
| 32 | + |
| 33 | + // Reset GL lighting |
| 34 | + GlStateManager.disableLighting(); |
| 35 | + GlStateManager.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, RenderHelper.setColorBuffer(0.2F, 0.2F, 0.2F, 1.0F)); |
| 36 | + for (int i = 0; i < 8; ++i) { |
| 37 | + GlStateManager.disableLight(i); |
| 38 | + GlStateManager.glLight(GL11.GL_LIGHT0 + i, GL11.GL_AMBIENT, RenderHelper.setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F)); |
| 39 | + GlStateManager.glLight(GL11.GL_LIGHT0 + i, GL11.GL_POSITION, RenderHelper.setColorBuffer(0.0F, 0.0F, 1.0F, 0.0F)); |
| 40 | + |
| 41 | + if (i == 0) { |
| 42 | + GlStateManager.glLight(GL11.GL_LIGHT0 + i, GL11.GL_DIFFUSE, RenderHelper.setColorBuffer(1.0F, 1.0F, 1.0F, 1.0F)); |
| 43 | + GlStateManager.glLight(GL11.GL_LIGHT0 + i, GL11.GL_SPECULAR, RenderHelper.setColorBuffer(1.0F, 1.0F, 1.0F, 1.0F)); |
| 44 | + } else { |
| 45 | + GlStateManager.glLight(GL11.GL_LIGHT0 + i, GL11.GL_DIFFUSE, RenderHelper.setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F)); |
| 46 | + GlStateManager.glLight(GL11.GL_LIGHT0 + i, GL11.GL_SPECULAR, RenderHelper.setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F)); |
| 47 | + } |
| 48 | + } |
| 49 | + GlStateManager.disableColorMaterial(); |
| 50 | + GlStateManager.colorMaterial(1032, 5634); |
| 51 | + |
| 52 | + // Reset depth |
| 53 | + GlStateManager.disableDepth(); |
| 54 | + GlStateManager.depthFunc(513); |
| 55 | + GlStateManager.depthMask(true); |
| 56 | + |
| 57 | + // Reset blend mode |
| 58 | + GlStateManager.disableBlend(); |
| 59 | + GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); |
| 60 | + GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); |
| 61 | + GlStateManager.glBlendEquation(GL14.GL_FUNC_ADD); |
| 62 | + |
| 63 | + // Reset fog |
| 64 | + GlStateManager.disableFog(); |
| 65 | + GlStateManager.setFog(GlStateManager.FogMode.LINEAR); |
| 66 | + GlStateManager.setFogDensity(1.0F); |
| 67 | + GlStateManager.setFogStart(0.0F); |
| 68 | + GlStateManager.setFogEnd(1.0F); |
| 69 | + GlStateManager.glFog(GL11.GL_FOG_COLOR, RenderHelper.setColorBuffer(0.0F, 0.0F, 0.0F, 0.0F)); |
| 70 | + if (GLContext.getCapabilities().GL_NV_fog_distance) GlStateManager.glFogi(GL11.GL_FOG_MODE, 34140); |
| 71 | + |
| 72 | + // Reset polygon offset |
| 73 | + GlStateManager.doPolygonOffset(0.0F, 0.0F); |
| 74 | + GlStateManager.disablePolygonOffset(); |
| 75 | + |
| 76 | + // Reset color logic |
| 77 | + GlStateManager.disableColorLogic(); |
| 78 | + GlStateManager.colorLogicOp(5379); |
| 79 | + |
| 80 | + // Reset texgen TODO: is this correct? |
| 81 | + GlStateManager.disableTexGenCoord(GlStateManager.TexGen.S); |
| 82 | + GlStateManager.disableTexGenCoord(GlStateManager.TexGen.T); |
| 83 | + GlStateManager.disableTexGenCoord(GlStateManager.TexGen.R); |
| 84 | + GlStateManager.disableTexGenCoord(GlStateManager.TexGen.Q); |
| 85 | + GlStateManager.texGen(GlStateManager.TexGen.S, 9216); |
| 86 | + GlStateManager.texGen(GlStateManager.TexGen.T, 9216); |
| 87 | + GlStateManager.texGen(GlStateManager.TexGen.R, 9216); |
| 88 | + GlStateManager.texGen(GlStateManager.TexGen.Q, 9216); |
| 89 | + GlStateManager.texGen(GlStateManager.TexGen.S, 9474, RenderHelper.setColorBuffer(1.0F, 0.0F, 0.0F, 0.0F)); |
| 90 | + GlStateManager.texGen(GlStateManager.TexGen.T, 9474, RenderHelper.setColorBuffer(0.0F, 1.0F, 0.0F, 0.0F)); |
| 91 | + GlStateManager.texGen(GlStateManager.TexGen.R, 9474, RenderHelper.setColorBuffer(0.0F, 0.0F, 1.0F, 0.0F)); |
| 92 | + GlStateManager.texGen(GlStateManager.TexGen.Q, 9474, RenderHelper.setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F)); |
| 93 | + GlStateManager.texGen(GlStateManager.TexGen.S, 9217, RenderHelper.setColorBuffer(1.0F, 0.0F, 0.0F, 0.0F)); |
| 94 | + GlStateManager.texGen(GlStateManager.TexGen.T, 9217, RenderHelper.setColorBuffer(0.0F, 1.0F, 0.0F, 0.0F)); |
| 95 | + GlStateManager.texGen(GlStateManager.TexGen.R, 9217, RenderHelper.setColorBuffer(0.0F, 0.0F, 1.0F, 0.0F)); |
| 96 | + GlStateManager.texGen(GlStateManager.TexGen.Q, 9217, RenderHelper.setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F)); |
| 97 | + |
| 98 | + // Disable lightmap |
| 99 | + GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit); |
| 100 | + GlStateManager.disableTexture2D(); |
| 101 | + |
| 102 | + GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit); |
| 103 | + |
| 104 | + // Reset texture parameters |
| 105 | + GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); |
| 106 | + GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST_MIPMAP_LINEAR); |
| 107 | + GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT); |
| 108 | + GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT); |
| 109 | + GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL12.GL_TEXTURE_MAX_LEVEL, 1000); |
| 110 | + GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL12.GL_TEXTURE_MAX_LOD, 1000); |
| 111 | + GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL12.GL_TEXTURE_MIN_LOD, -1000); |
| 112 | + GlStateManager.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, 0.0F); |
| 113 | + |
| 114 | + GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); |
| 115 | + GlStateManager.glTexEnv(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_COLOR, RenderHelper.setColorBuffer(0.0F, 0.0F, 0.0F, 0.0F)); |
| 116 | + GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_COMBINE_RGB, GL11.GL_MODULATE); |
| 117 | + GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_COMBINE_ALPHA, GL11.GL_MODULATE); |
| 118 | + GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL15.GL_SRC0_RGB, GL11.GL_TEXTURE); |
| 119 | + GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL15.GL_SRC1_RGB, GL13.GL_PREVIOUS); |
| 120 | + GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL15.GL_SRC2_RGB, GL13.GL_CONSTANT); |
| 121 | + GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL15.GL_SRC0_ALPHA, GL11.GL_TEXTURE); |
| 122 | + GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL15.GL_SRC1_ALPHA, GL13.GL_PREVIOUS); |
| 123 | + GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL15.GL_SRC2_ALPHA, GL13.GL_CONSTANT); |
| 124 | + GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_OPERAND0_RGB, GL11.GL_SRC_COLOR); |
| 125 | + GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_OPERAND1_RGB, GL11.GL_SRC_COLOR); |
| 126 | + GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_OPERAND2_RGB, GL11.GL_SRC_ALPHA); |
| 127 | + GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_OPERAND0_ALPHA, GL11.GL_SRC_ALPHA); |
| 128 | + GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_OPERAND1_ALPHA, GL11.GL_SRC_ALPHA); |
| 129 | + GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_OPERAND2_ALPHA, GL11.GL_SRC_ALPHA); |
| 130 | + GlStateManager.glTexEnvf(GL11.GL_TEXTURE_ENV, GL13.GL_RGB_SCALE, 1.0F); |
| 131 | + GlStateManager.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_ALPHA_SCALE, 1.0F); |
| 132 | + |
| 133 | + GlStateManager.disableNormalize(); |
| 134 | + GlStateManager.shadeModel(7425); |
| 135 | + GlStateManager.disableRescaleNormal(); |
| 136 | + GlStateManager.colorMask(true, true, true, true); |
| 137 | + GlStateManager.clearDepth(1.0D); |
| 138 | + GlStateManager.glLineWidth(1.0F); |
| 139 | + GlStateManager.glNormal3f(0.0F, 0.0F, 1.0F); |
| 140 | + GlStateManager.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL); |
| 141 | + GlStateManager.glPolygonMode(GL11.GL_BACK, GL11.GL_FILL); |
| 142 | + |
| 143 | + GlStateManager.enableTexture2D(); |
| 144 | + GlStateManager.shadeModel(7425); |
| 145 | + GlStateManager.clearDepth(1.0D); |
| 146 | + GlStateManager.enableDepth(); |
| 147 | + GlStateManager.depthFunc(515); |
| 148 | + GlStateManager.enableAlpha(); |
| 149 | + GlStateManager.alphaFunc(516, 0.1F); |
| 150 | + GlStateManager.cullFace(GlStateManager.CullFace.BACK); |
| 151 | + GlStateManager.matrixMode(5889); |
| 152 | + GlStateManager.loadIdentity(); |
| 153 | + GlStateManager.matrixMode(5888); |
| 154 | + } |
| 155 | +} |
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