Java tutorial
/** * Copyright (c) 2008-2012 Ardor Labs, Inc. * * This file is part of Ardor3D. * * Ardor3D is free software: you can redistribute it and/or modify it * under the terms of its license which may be found in the accompanying * LICENSE file or at <http://www.ardor3d.com/LICENSE>. */ package com.ardor3d.scene.state.lwjgl; import org.lwjgl.opengl.GL11; import com.ardor3d.renderer.ContextManager; import com.ardor3d.renderer.RenderContext; import com.ardor3d.renderer.state.RenderState.StateType; import com.ardor3d.renderer.state.ShadingState; import com.ardor3d.renderer.state.ShadingState.ShadingMode; import com.ardor3d.renderer.state.record.ShadingStateRecord; public abstract class LwjglShadingStateUtil { public static void apply(final ShadingState state) { // ask for the current state record final RenderContext context = ContextManager.getCurrentContext(); final ShadingStateRecord record = (ShadingStateRecord) context.getStateRecord(StateType.Shading); context.setCurrentState(StateType.Shading, state); // If not enabled, we'll use smooth final int toApply = state.isEnabled() ? getGLShade(state.getShadingMode()) : GL11.GL_SMOOTH; // only apply if we're different. Update record to reflect any changes. if (!record.isValid() || toApply != record.lastShade) { GL11.glShadeModel(toApply); record.lastShade = toApply; } if (!record.isValid()) { record.validate(); } } private static int getGLShade(final ShadingMode shadeMode) { switch (shadeMode) { case Flat: return GL11.GL_FLAT; case Smooth: return GL11.GL_SMOOTH; } throw new IllegalStateException("unknown shade mode: " + shadeMode); } }