Twilight Princess
Remastered version of the GameCube game
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ColorChannelControl Class Reference

The color channel can have 1-8 lights associated with it, set using ColorChannelControl.LitMask. The ColorChannelControl.DiffuseFunction and ColorChannelControl.AttenuationFunction parameters control the lighting equation for all lights associated with this channel. The ColorChannelControl.AmbientSrc and ColorChannelControl.MaterialSrc used to select whether the input source colors come from the register colors or vertex colors. More...

+ Inheritance diagram for ColorChannelControl:
+ Collaboration diagram for ColorChannelControl:

Protected Member Functions

void OnPropertyChanged ([CallerMemberName] string propertyName=null)
 

Properties

bool LightingEnabled [get, set]
 Whether or not to enable lighting for this channel. If false, the material source color is passed through as the material output color.
 
GXColorSrc MaterialSrc [get, set]
 Source for the Material color. When set to GXColorSrc.Register the color set by GX_SetChanMatColor is used.
 
GXLightMask LitMask [get, set]
 Light ID or IDs to associate with this channel.
 
GXDiffuseFunction DiffuseFunction [get, set]
 Diffuse function to use.
 
GXAttenuationFunction AttenuationFunction [get, set]
 Attenuation function to use.
 
GXColorSrc AmbientSrc [get, set]
 Source for the ambient color. When set to GXColorSrc.Register the color set by GX_SetChanAmbColor is used.
 

Events

PropertyChangedEventHandler PropertyChanged
 

Private Attributes

bool m_lightingEnabled
 
GXColorSrc m_materialSrc
 
GXLightMask m_litMask
 
GXDiffuseFunction m_diffuseFunction
 
GXAttenuationFunction m_attenuationFunction
 
GXColorSrc m_ambientSrc
 

Detailed Description

The color channel can have 1-8 lights associated with it, set using ColorChannelControl.LitMask. The ColorChannelControl.DiffuseFunction and ColorChannelControl.AttenuationFunction parameters control the lighting equation for all lights associated with this channel. The ColorChannelControl.AmbientSrc and ColorChannelControl.MaterialSrc used to select whether the input source colors come from the register colors or vertex colors.

Member Function Documentation

◆ OnPropertyChanged()

void ColorChannelControl.OnPropertyChanged ( [CallerMemberName] string propertyName = null)
protected

Member Data Documentation

◆ m_ambientSrc

GXColorSrc ColorChannelControl.m_ambientSrc
private

◆ m_attenuationFunction

GXAttenuationFunction ColorChannelControl.m_attenuationFunction
private

◆ m_diffuseFunction

GXDiffuseFunction ColorChannelControl.m_diffuseFunction
private

◆ m_lightingEnabled

bool ColorChannelControl.m_lightingEnabled
private

◆ m_litMask

GXLightMask ColorChannelControl.m_litMask
private

◆ m_materialSrc

GXColorSrc ColorChannelControl.m_materialSrc
private

Property Documentation

◆ AmbientSrc

GXColorSrc ColorChannelControl.AmbientSrc
getset

Source for the ambient color. When set to GXColorSrc.Register the color set by GX_SetChanAmbColor is used.

◆ AttenuationFunction

GXAttenuationFunction ColorChannelControl.AttenuationFunction
getset

Attenuation function to use.

◆ DiffuseFunction

GXDiffuseFunction ColorChannelControl.DiffuseFunction
getset

Diffuse function to use.

◆ LightingEnabled

bool ColorChannelControl.LightingEnabled
getset

Whether or not to enable lighting for this channel. If false, the material source color is passed through as the material output color.

◆ LitMask

GXLightMask ColorChannelControl.LitMask
getset

Light ID or IDs to associate with this channel.

◆ MaterialSrc

GXColorSrc ColorChannelControl.MaterialSrc
getset

Source for the Material color. When set to GXColorSrc.Register the color set by GX_SetChanMatColor is used.

Event Documentation

◆ PropertyChanged

PropertyChangedEventHandler ColorChannelControl.PropertyChanged

The documentation for this class was generated from the following file: