1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000
1.2 +++ b/os/graphics/m3g/m3gcore11/src/m3g_appearance.c Fri Jun 15 03:10:57 2012 +0200
1.3 @@ -0,0 +1,649 @@
1.4 +/*
1.5 +* Copyright (c) 2003 Nokia Corporation and/or its subsidiary(-ies).
1.6 +* All rights reserved.
1.7 +* This component and the accompanying materials are made available
1.8 +* under the terms of the License "Eclipse Public License v1.0"
1.9 +* which accompanies this distribution, and is available
1.10 +* at the URL "http://www.eclipse.org/legal/epl-v10.html".
1.11 +*
1.12 +* Initial Contributors:
1.13 +* Nokia Corporation - initial contribution.
1.14 +*
1.15 +* Contributors:
1.16 +*
1.17 +* Description: Appearance implementation
1.18 +*
1.19 +*/
1.20 +
1.21 +
1.22 +/*!
1.23 + * \internal
1.24 + * \file
1.25 + * \brief Appearance implementation
1.26 + */
1.27 +
1.28 +#ifndef M3G_CORE_INCLUDE
1.29 +# error included by m3g_core.c; do not compile separately.
1.30 +#endif
1.31 +
1.32 +#include "m3g_appearance.h"
1.33 +#include "m3g_vertexbuffer.h"
1.34 +
1.35 +/*----------------------------------------------------------------------
1.36 + * Private functions
1.37 + *--------------------------------------------------------------------*/
1.38 +
1.39 +/*!
1.40 + * \internal
1.41 + * \brief Applies default appearance values to OpenGL.
1.42 + */
1.43 +static void m3gApplyAppearanceDefaults(RenderContext *ctx)
1.44 +{
1.45 + int i;
1.46 + m3gApplyCompositingMode(NULL, ctx);
1.47 + m3gApplyPolygonMode(NULL);
1.48 + m3gApplyMaterial(NULL, 0x10000);
1.49 + m3gApplyFog(NULL);
1.50 +
1.51 + for (i = 0; i < M3G_NUM_TEXTURE_UNITS; ++i) {
1.52 + glActiveTexture(GL_TEXTURE0 + i);
1.53 + glDisable(GL_TEXTURE_2D);
1.54 + }
1.55 +}
1.56 +
1.57 +/*!
1.58 + * \internal
1.59 + * \brief Generate a hash number for a pointer
1.60 + */
1.61 +static M3Guint m3gGenPointerHash(const void *ptr)
1.62 +{
1.63 + M3Guint p = ((M3Guint) ptr) >> 2;
1.64 + M3Guint key = p ^ (p >> 5) ^ (p >> 10) ^ (p >> 15) ^ (p >> 20) ^ (p >> 25);
1.65 + return key;
1.66 +}
1.67 +
1.68 +/*!
1.69 + * \internal
1.70 + * \brief Generate a quick hash bit pattern for the textures of this
1.71 + * appearance object
1.72 + */
1.73 +static M3Guint m3gGen12BitTextureHash(const Appearance *app)
1.74 +{
1.75 + M3Guint key = 0;
1.76 +
1.77 + int i;
1.78 +
1.79 + for (i = 0; i < M3G_NUM_TEXTURE_UNITS; ++i) {
1.80 + const Texture *tex = app->texture[i];
1.81 + if (tex) {
1.82 + key ^= (m3gGenPointerHash(m3gGetTextureImage((M3GTexture)tex)) >> i) << 6;
1.83 + key ^= (m3gGenPointerHash(tex) >> i) & 0x3Fu;
1.84 + }
1.85 + }
1.86 + return key & ((1u<<12)-1);
1.87 +}
1.88 +
1.89 +/*!
1.90 + * \internal
1.91 + * \brief Generate the sorting key for render queue
1.92 + *
1.93 + * Sort key is a combination of user settable layer and
1.94 + * blending mode. Blended objects are always drawn last.
1.95 + *
1.96 + * \param appearance Appearance object
1.97 + * \return sort key
1.98 + */
1.99 +static void m3gRegenerateSortKey(Appearance *appearance)
1.100 +{
1.101 + M3Guint key = 0;
1.102 + M3G_VALIDATE_OBJECT(appearance);
1.103 +
1.104 + /*------------------------------------------------------------
1.105 + * First do the mandatory sorting by layer index and blending
1.106 + * state; this currently uses the top eight bits, 31..24
1.107 + *-----------------------------------------------------------*/
1.108 +
1.109 + key = (appearance->layer - M3G_APPEARANCE_MIN_LAYER)
1.110 + << (33 - M3G_APPEARANCE_HARD_SORT_BITS);
1.111 +
1.112 + /* NOTE the blending state bit is not set here, but dynamically in
1.113 + * m3gGetAppearanceSortKey; this way we do not need to implement
1.114 + * signaling from CompositingMode to Appearance when the blending
1.115 + * state changes */
1.116 +
1.117 + /*-----------------------------------------------------------------
1.118 + * The rest of the bits, 23..0, affect performance only; ideally,
1.119 + * these should be sorted so that the more expensive state is in the
1.120 + * higher bits, but this is largely dependent on the hardware
1.121 + *----------------------------------------------------------------*/
1.122 +
1.123 + /* Texturing changes are often expensive in graphics hardware, so
1.124 + * we put a hash of the texture objects into the top twelve
1.125 + * bits
1.126 + *
1.127 + * NOTE we do not currently update this if a texture image
1.128 + * changes, but that shouldn't happen too often and only has
1.129 + * relatively minor performance implications
1.130 + */
1.131 +
1.132 + key |= m3gGen12BitTextureHash(appearance) << 12;
1.133 +
1.134 + /* Use the rest of the bits for the various components; depth
1.135 + * function changes are another potentially costly operation, so
1.136 + * put that next */
1.137 +
1.138 + key |= (m3gGenPointerHash(appearance->compositingMode) & 0x0Fu) << 8;
1.139 + key |= (m3gGenPointerHash(appearance->material) & 0x07u) << 5;
1.140 + key |= (m3gGenPointerHash(appearance->polygonMode) & 0x07u) << 2;
1.141 + key |= (m3gGenPointerHash(appearance->fog) & 0x03u);
1.142 +
1.143 + /* Store the final value */
1.144 + appearance->sortKey = key;
1.145 +}
1.146 +
1.147 +/*----------------------------------------------------------------------
1.148 + * Internal functions
1.149 + *--------------------------------------------------------------------*/
1.150 +
1.151 +/*!
1.152 + * \internal
1.153 + * \brief Destroys this Appearance object.
1.154 + *
1.155 + * \param obj Appearance object
1.156 + */
1.157 +static void m3gDestroyAppearance(Object *obj)
1.158 +{
1.159 + int i;
1.160 + Appearance *appearance = (Appearance *) obj;
1.161 + M3G_VALIDATE_OBJECT(appearance);
1.162 +
1.163 + M3G_ASSIGN_REF(appearance->compositingMode, NULL);
1.164 + M3G_ASSIGN_REF(appearance->fog, NULL);
1.165 + M3G_ASSIGN_REF(appearance->material, NULL);
1.166 + M3G_ASSIGN_REF(appearance->polygonMode, NULL);
1.167 + for (i = 0; i < M3G_NUM_TEXTURE_UNITS; ++i) {
1.168 + M3G_ASSIGN_REF(appearance->texture[i], NULL);
1.169 + }
1.170 +
1.171 + m3gDestroyObject(obj);
1.172 +}
1.173 +
1.174 +/*!
1.175 + * \internal
1.176 + * \brief Applies Apperance settings to current OpenGL state
1.177 + *
1.178 + * \note m3gReleaseTextures must be called when no longer using this,
1.179 + * to properly reset texture usage counters and unmap the texture
1.180 + * images.
1.181 + *
1.182 + * \param appearance Appearance object
1.183 + * \param alphaFactor alpha factor as 1.16 fixed point
1.184 + */
1.185 +static void m3gApplyAppearance(const Appearance *appearance,
1.186 + RenderContext *ctx,
1.187 + M3Gint alphaFactor)
1.188 +{
1.189 + M3G_ASSERT_GL;
1.190 +
1.191 + if (appearance != NULL) {
1.192 + int i;
1.193 +
1.194 +# if defined(M3G_NGL_TEXTURE_API)
1.195 + m3gLockMemory(M3G_INTERFACE(appearance)); /* for textures */
1.196 +# endif
1.197 +
1.198 + m3gApplyCompositingMode(appearance->compositingMode, ctx);
1.199 + m3gApplyPolygonMode(appearance->polygonMode);
1.200 + m3gApplyMaterial(appearance->material, alphaFactor);
1.201 + m3gApplyFog(appearance->fog);
1.202 +
1.203 + for (i = 0; i < M3G_NUM_TEXTURE_UNITS; ++i) {
1.204 + Texture *tex = appearance->texture[i];
1.205 + glActiveTexture(GL_TEXTURE0 + i);
1.206 + if (tex != NULL) {
1.207 + glEnable(GL_TEXTURE_2D);
1.208 + m3gBindTexture(appearance->texture[i]);
1.209 + }
1.210 + else {
1.211 + glDisable(GL_TEXTURE_2D);
1.212 + }
1.213 + }
1.214 + }
1.215 + else {
1.216 + m3gApplyAppearanceDefaults(ctx);
1.217 + }
1.218 +
1.219 + M3G_ASSERT_GL;
1.220 +}
1.221 +
1.222 +/*!
1.223 + * \internal
1.224 + * \brief Release the textures bound for this appearance
1.225 + */
1.226 +static void m3gReleaseTextures(const Appearance *appearance)
1.227 +{
1.228 + if (appearance != NULL) {
1.229 + int i;
1.230 +
1.231 + for (i = 0; i < M3G_NUM_TEXTURE_UNITS; ++i) {
1.232 + Texture *tex = appearance->texture[i];
1.233 + if (tex != NULL) {
1.234 + m3gReleaseTexture(tex);
1.235 + }
1.236 + }
1.237 +
1.238 +# if defined(M3G_NGL_TEXTURE_API)
1.239 + m3gUnlockMemory(M3G_INTERFACE(appearance));
1.240 +# endif
1.241 + }
1.242 +}
1.243 +
1.244 +/*!
1.245 + * \internal
1.246 + * \brief Overloaded Object3D method.
1.247 + *
1.248 + * \param self Appearance object
1.249 + * \param time current world time
1.250 + * \return minimum validity
1.251 + */
1.252 +static M3Gint m3gAppearanceApplyAnimation(Object *self, M3Gint time) {
1.253 + M3Gint i, validity, minValidity = 0x7fffffff;
1.254 + Appearance *appearance = (Appearance *)self;
1.255 + M3G_VALIDATE_OBJECT(appearance);
1.256 +
1.257 + if (appearance->compositingMode != NULL) {
1.258 + validity = M3G_VFUNC(Object, appearance->compositingMode, applyAnimation)((Object *)appearance->compositingMode, time);
1.259 + minValidity = (validity < minValidity ? validity : minValidity);
1.260 + }
1.261 + if (appearance->fog != NULL) {
1.262 + validity = M3G_VFUNC(Object, appearance->fog, applyAnimation)((Object *)appearance->fog, time);
1.263 + minValidity = (validity < minValidity ? validity : minValidity);
1.264 + }
1.265 + if (appearance->material != NULL) {
1.266 + validity = M3G_VFUNC(Object, appearance->material, applyAnimation)((Object *)appearance->material, time);
1.267 + minValidity = (validity < minValidity ? validity : minValidity);
1.268 + }
1.269 + for (i = 0; i < M3G_NUM_TEXTURE_UNITS; ++i) {
1.270 + if (appearance->texture[i] != NULL) {
1.271 + validity = M3G_VFUNC(Object, appearance->texture[i], applyAnimation)((Object *)appearance->texture[i], time);
1.272 + minValidity = (validity < minValidity ? validity : minValidity);
1.273 + }
1.274 + }
1.275 +
1.276 + /* no animations can target an Appearance directly, so we need
1.277 + not call super.applyAnimation() here. */
1.278 + return minValidity;
1.279 +}
1.280 +
1.281 +/*!
1.282 + * \internal
1.283 + * \brief Overloaded Object3D method.
1.284 + */
1.285 +static Object *m3gAppearanceFindID(Object *self, M3Gint userID)
1.286 +{
1.287 + int i;
1.288 + Appearance *app = (Appearance *)self;
1.289 + Object *found = m3gObjectFindID(self, userID);
1.290 +
1.291 + if (!found && app->compositingMode) {
1.292 + found = m3gFindID((Object*) app->compositingMode, userID);
1.293 + }
1.294 + if (!found && app->polygonMode) {
1.295 + found = m3gFindID((Object*) app->polygonMode, userID);
1.296 + }
1.297 + if (!found && app->fog) {
1.298 + found = m3gFindID((Object*) app->fog, userID);
1.299 + }
1.300 + if (!found && app->material) {
1.301 + found = m3gFindID((Object*) app->material, userID);
1.302 + }
1.303 + for (i = 0; !found && i < M3G_NUM_TEXTURE_UNITS; ++i) {
1.304 + if (app->texture[i]) {
1.305 + found = m3gFindID((Object*) app->texture[i], userID);
1.306 + }
1.307 + }
1.308 + return found;
1.309 +}
1.310 +
1.311 +/*!
1.312 + * \internal
1.313 + * \brief Overloaded Object3D method.
1.314 + *
1.315 + * \param self Appearance object
1.316 + * \param references array of reference objects
1.317 + * \return number of references
1.318 + */
1.319 +static M3Gint m3gAppearanceDoGetReferences(Object *self, Object **references)
1.320 +{
1.321 + Appearance *app = (Appearance *)self;
1.322 + M3Gint i, num = m3gObjectDoGetReferences(self, references);
1.323 + if (app->compositingMode != NULL) {
1.324 + if (references != NULL)
1.325 + references[num] = (Object *)app->compositingMode;
1.326 + num++;
1.327 + }
1.328 + if (app->polygonMode != NULL) {
1.329 + if (references != NULL)
1.330 + references[num] = (Object *)app->polygonMode;
1.331 + num++;
1.332 + }
1.333 + if (app->fog != NULL) {
1.334 + if (references != NULL)
1.335 + references[num] = (Object *)app->fog;
1.336 + num++;
1.337 + }
1.338 + if (app->material != NULL) {
1.339 + if (references != NULL)
1.340 + references[num] = (Object *)app->material;
1.341 + num++;
1.342 + }
1.343 + for (i = 0; i < M3G_NUM_TEXTURE_UNITS; i++) {
1.344 + if (app->texture[i] != NULL) {
1.345 + if (references != NULL)
1.346 + references[num] = (Object *)app->texture[i];
1.347 + num++;
1.348 + }
1.349 + }
1.350 + return num;
1.351 +}
1.352 +
1.353 +
1.354 +/*!
1.355 + * \internal
1.356 + * \brief Overloaded Object3D method.
1.357 + *
1.358 + * \param originalObj original Appearance object
1.359 + * \param cloneObj pointer to cloned Appearance object
1.360 + * \param pairs array for all object-duplicate pairs
1.361 + * \param numPairs number of pairs
1.362 + */
1.363 +static M3Gbool m3gAppearanceDuplicate(const Object *originalObj,
1.364 + Object **cloneObj,
1.365 + Object **pairs,
1.366 + M3Gint *numPairs)
1.367 +{
1.368 + M3Gint i;
1.369 + Appearance *original = (Appearance *)originalObj;
1.370 + Appearance *clone = (Appearance *)m3gCreateAppearance(originalObj->interface);
1.371 + *cloneObj = (Object *)clone;
1.372 + if (*cloneObj == NULL) {
1.373 + return M3G_FALSE;
1.374 + }
1.375 +
1.376 + if (m3gObjectDuplicate(originalObj, cloneObj, pairs, numPairs)) {
1.377 + clone->layer = original->layer;
1.378 +
1.379 + M3G_ASSIGN_REF(clone->compositingMode, original->compositingMode);
1.380 + M3G_ASSIGN_REF(clone->fog, original->fog);
1.381 + M3G_ASSIGN_REF(clone->polygonMode, original->polygonMode);
1.382 + M3G_ASSIGN_REF(clone->material, original->material);
1.383 + for (i = 0; i < M3G_NUM_TEXTURE_UNITS; i++) {
1.384 + M3G_ASSIGN_REF(clone->texture[i], original->texture[i]);
1.385 + }
1.386 +
1.387 + m3gRegenerateSortKey(clone);
1.388 +
1.389 + return M3G_TRUE;
1.390 + }
1.391 + else {
1.392 + return M3G_FALSE;
1.393 + }
1.394 +}
1.395 +
1.396 +/*----------------------------------------------------------------------
1.397 + * Virtual function table
1.398 + *--------------------------------------------------------------------*/
1.399 +
1.400 +static const ObjectVFTable m3gvf_Appearance = {
1.401 + m3gAppearanceApplyAnimation,
1.402 + m3gObjectIsCompatible,
1.403 + m3gObjectUpdateProperty,
1.404 + m3gAppearanceDoGetReferences,
1.405 + m3gAppearanceFindID,
1.406 + m3gAppearanceDuplicate,
1.407 + m3gDestroyAppearance
1.408 +};
1.409 +
1.410 +
1.411 +/*----------------------------------------------------------------------
1.412 + * Public API functions
1.413 + *--------------------------------------------------------------------*/
1.414 +
1.415 +/*!
1.416 + * \brief Creates a new Appearance with default values
1.417 + *
1.418 + * \param hInterface M3G interface
1.419 + * \retval Appearance new Appearance object
1.420 + * \retval NULL Appearance creating failed
1.421 + */
1.422 +/*@access M3GInterface@*/
1.423 +/*@access M3GAppearance@*/
1.424 +M3G_API M3GAppearance m3gCreateAppearance(M3GInterface hInterface)
1.425 +{
1.426 + Interface *m3g = (Interface *) hInterface;
1.427 + M3G_VALIDATE_INTERFACE(m3g);
1.428 + {
1.429 + Appearance *appearance = m3gAllocZ(m3g, sizeof(Appearance));
1.430 +
1.431 + if (appearance != NULL) {
1.432 + m3gInitObject(&appearance->object, m3g, M3G_CLASS_APPEARANCE);
1.433 + m3gRegenerateSortKey(appearance);
1.434 + }
1.435 +
1.436 + return (M3GAppearance) appearance;
1.437 + }
1.438 +}
1.439 +
1.440 +/*!
1.441 + * \brief Get compositing mode
1.442 + *
1.443 + * \param hAppearance Appearance object
1.444 + * \return CompositingMode object
1.445 + */
1.446 +M3G_API M3GCompositingMode m3gGetCompositingMode(M3GAppearance hAppearance)
1.447 +{
1.448 + const Appearance *appearance = (const Appearance *) hAppearance;
1.449 + M3G_VALIDATE_OBJECT(appearance);
1.450 + return (M3GCompositingMode)(appearance->compositingMode);
1.451 +}
1.452 +
1.453 +/*!
1.454 + * \brief Get fog
1.455 + *
1.456 + * \param hAppearance Appearance object
1.457 + * \return Fog object
1.458 + */
1.459 +M3G_API M3GFog m3gGetFog(M3GAppearance hAppearance)
1.460 +{
1.461 + const Appearance *appearance = (const Appearance *) hAppearance;
1.462 + M3G_VALIDATE_OBJECT(appearance);
1.463 + return (M3GFog)(appearance->fog);
1.464 +}
1.465 +
1.466 +/*!
1.467 + * \brief Get material
1.468 + *
1.469 + * \param hAppearance Appearance object
1.470 + * \return Material object
1.471 + */
1.472 +M3G_API M3GMaterial m3gGetMaterial(M3GAppearance hAppearance)
1.473 +{
1.474 + const Appearance *appearance = (const Appearance *) hAppearance;
1.475 + M3G_VALIDATE_OBJECT(appearance);
1.476 + return (M3GMaterial)(appearance->material);
1.477 +}
1.478 +
1.479 +/*!
1.480 + * \brief Get polygon mode
1.481 + *
1.482 + * \param hAppearance Appearance object
1.483 + * \return PolygonMode object
1.484 + */
1.485 +M3G_API M3GPolygonMode m3gGetPolygonMode(M3GAppearance hAppearance)
1.486 +{
1.487 + const Appearance *appearance = (const Appearance *) hAppearance;
1.488 + M3G_VALIDATE_OBJECT(appearance);
1.489 + return (M3GPolygonMode)(appearance->polygonMode);
1.490 +}
1.491 +
1.492 +/*!
1.493 + * \brief Get texture
1.494 + *
1.495 + * \param hAppearance Appearance object
1.496 + * \param unit texturing unit
1.497 + * \return Texture2D object
1.498 + */
1.499 +M3G_API M3GTexture m3gGetTexture(M3GAppearance hAppearance, M3Gint unit)
1.500 +{
1.501 + const Appearance *appearance = (const Appearance *) hAppearance;
1.502 + M3G_VALIDATE_OBJECT(appearance);
1.503 + if (!m3gInRange(unit, 0, M3G_NUM_TEXTURE_UNITS - 1)) {
1.504 + m3gRaiseError(M3G_INTERFACE(appearance), M3G_INVALID_INDEX);
1.505 + return (M3GTexture) NULL;
1.506 + }
1.507 + return (M3GTexture)(appearance->texture[unit]);
1.508 +}
1.509 +
1.510 +/*!
1.511 + * \brief Get layer
1.512 + *
1.513 + * \param hAppearance Appearance object
1.514 + * \return layer number
1.515 + */
1.516 +M3G_API M3Gint m3gGetLayer(M3GAppearance hAppearance)
1.517 +{
1.518 + const Appearance *appearance = (const Appearance *) hAppearance;
1.519 + M3G_VALIDATE_OBJECT(appearance);
1.520 + return appearance->layer;
1.521 +}
1.522 +
1.523 +/*!
1.524 + * \brief Set compositing mode
1.525 + *
1.526 + * \param hAppearance Appearance object
1.527 + * \param hMode CompositingMode object
1.528 + */
1.529 +M3G_API void m3gSetCompositingMode(M3GAppearance hAppearance,
1.530 + M3GCompositingMode hMode)
1.531 +{
1.532 + Appearance *appearance = (Appearance *) hAppearance;
1.533 + CompositingMode *mode = (CompositingMode *) hMode;
1.534 + M3G_VALIDATE_OBJECT(appearance);
1.535 +
1.536 + M3G_ASSIGN_REF(appearance->compositingMode, mode);
1.537 +
1.538 + m3gRegenerateSortKey(appearance);
1.539 +}
1.540 +
1.541 +/*!
1.542 + * \brief Set polygon mode
1.543 + *
1.544 + * \param hAppearance Appearance object
1.545 + * \param hMode PolygonMode object
1.546 + */
1.547 +M3G_API void m3gSetPolygonMode(M3GAppearance hAppearance,
1.548 + M3GPolygonMode hMode)
1.549 +{
1.550 + Appearance *appearance = (Appearance *) hAppearance;
1.551 + PolygonMode *mode = (PolygonMode *) hMode;
1.552 + M3G_VALIDATE_OBJECT(appearance);
1.553 +
1.554 + M3G_ASSIGN_REF(appearance->polygonMode, mode);
1.555 +
1.556 + m3gRegenerateSortKey(appearance);
1.557 +}
1.558 +
1.559 +/*!
1.560 + * \brief Set layer
1.561 + *
1.562 + * \param hAppearance Appearance object
1.563 + * \param layer layer number
1.564 + */
1.565 +M3G_API void m3gSetLayer(M3GAppearance hAppearance, M3Gint layer)
1.566 +{
1.567 + Appearance *appearance = (Appearance *) hAppearance;
1.568 + M3G_VALIDATE_OBJECT(appearance);
1.569 +
1.570 + /* Check for errors */
1.571 + if (!m3gInRange(layer, M3G_APPEARANCE_MIN_LAYER, M3G_APPEARANCE_MAX_LAYER)) {
1.572 + m3gRaiseError(M3G_INTERFACE(appearance), M3G_INVALID_INDEX);
1.573 + return;
1.574 + }
1.575 +
1.576 + appearance->layer = (M3Gshort) layer;
1.577 +
1.578 + m3gRegenerateSortKey(appearance);
1.579 +}
1.580 +
1.581 +/*!
1.582 + * \brief Set material
1.583 + *
1.584 + * \param hAppearance Appearance object
1.585 + * \param hMaterial Material object
1.586 + */
1.587 +M3G_API void m3gSetMaterial(M3GAppearance hAppearance,
1.588 + M3GMaterial hMaterial)
1.589 +{
1.590 + Appearance *appearance = (Appearance *) hAppearance;
1.591 + Material *material = (Material *) hMaterial;
1.592 + M3G_VALIDATE_OBJECT(appearance);
1.593 +
1.594 + M3G_ASSIGN_REF(appearance->material, material);
1.595 +
1.596 + if (material != NULL) {
1.597 + appearance->vertexMask |= (M3Gushort)M3G_NORMAL_BIT;
1.598 + }
1.599 + else {
1.600 + appearance->vertexMask &= ~(M3Gushort)M3G_NORMAL_BIT;
1.601 + }
1.602 +
1.603 + m3gRegenerateSortKey(appearance);
1.604 +}
1.605 +
1.606 +/*!
1.607 + * \brief Set texture
1.608 + *
1.609 + * \param hAppearance Appearance object
1.610 + * \param unit texturing unit
1.611 + * \param hTexture Texture2D object
1.612 + */
1.613 +M3G_API void m3gSetTexture(M3GAppearance hAppearance,
1.614 + M3Gint unit, M3GTexture hTexture)
1.615 +{
1.616 + Appearance *appearance = (Appearance *) hAppearance;
1.617 + Texture *texture = (Texture *) hTexture;
1.618 + M3G_VALIDATE_OBJECT(appearance);
1.619 +
1.620 + if (!m3gInRange(unit, 0, M3G_NUM_TEXTURE_UNITS - 1)) {
1.621 + m3gRaiseError(M3G_INTERFACE(appearance), M3G_INVALID_INDEX);
1.622 + return;
1.623 + }
1.624 +
1.625 + M3G_ASSIGN_REF(appearance->texture[unit], texture);
1.626 +
1.627 + if (texture != NULL) {
1.628 + appearance->vertexMask |= (M3Gushort) (M3G_TEXCOORD0_BIT << unit);
1.629 + }
1.630 + else {
1.631 + appearance->vertexMask &= (M3Gushort) ~(M3G_TEXCOORD0_BIT << unit);
1.632 + }
1.633 +
1.634 + m3gRegenerateSortKey(appearance);
1.635 +}
1.636 +
1.637 +/*!
1.638 + * \brief Set fog
1.639 + *
1.640 + * \param hAppearance Appearance object
1.641 + * \param hFog Fog object
1.642 + */
1.643 +M3G_API void m3gSetFog(M3GAppearance hAppearance, M3GFog hFog)
1.644 +{
1.645 + Appearance *appearance = (Appearance *) hAppearance;
1.646 + M3G_VALIDATE_OBJECT(appearance);
1.647 +
1.648 + M3G_ASSIGN_REF(appearance->fog, hFog);
1.649 +
1.650 + m3gRegenerateSortKey(appearance);
1.651 +}
1.652 +