1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<HTML> 3<HEAD> 4<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 5<META name="GENERATOR" content="Microsoft FrontPage 5.0"> 6<META http-equiv="Content-Style-Type" content="text/css"> 7<LINK rel="stylesheet" type="text/css" href="../../CSS/revolution.css"> 8<TITLE>GXSetTevColorIn</TITLE> 9</HEAD> 10<BODY> 11<H1 align="left">GXSetTevColorIn</H1> 12<H2>C Specification</H2> 13<DL> 14 <DD> 15<PRE><CODE>#include <revolution/gx.h></CODE></PRE> 16 <DD> 17<PRE><CODE>void GXSetTevColorIn( 18<A href="../Enumerated_Types/GXTevStageID.html">GXTevStageID</A> stage, 19<A href="../Enumerated_Types/GXTevColorArg.html">GXTevColorArg</A> a, 20<A href="../Enumerated_Types/GXTevColorArg.html">GXTevColorArg</A> b, 21<A href="../Enumerated_Types/GXTevColorArg.html">GXTevColorArg</A> c, 22<A href="../Enumerated_Types/GXTevColorArg.html">GXTevColorArg</A> d );</CODE></PRE> 23</DL> 24<H2>Arguments</H2> 25<TABLE border="1" cellspacing="0.1" cellpadding="3"> 26 <TBODY> 27 <TR> 28<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE>stage</FONT></STRONG></EM></TD> 29<TD width="520">the TEV stage name <BR>Accepted values are: <code>GX_TEVSTAGE0</code>, <code>GX_TEVSTAGE1</code>, <code>GX_TEVSTAGE2</code> through <code>GX_TEVSTAGE15</code>.</TD> 30 </TR> 31 <TR> 32<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><A name="a">a</A></FONT></STRONG></EM></TD> 33<TD width="520">an input color <a href="../Enumerated_Types/GXTevColorArg.html">operand</a><BR>An unsigned 8-bit value for the component. Accepted values are:<BR> 34 <TABLE border="1" width="500" cellspacing="0.1"> 35 36 <tr> 37<TD width="150" bgcolor="#C0C0C0">Name</TD> 38<TD width="350" bgcolor="#C0C0C0">Input</TD> 39 </tr> 40 <tr> 41<TD width="150"><code>GX_CC_C0</code></TD> 42<TD width="350">RGB color from the <CODE>TEVREG0</CODE> register</TD> 43 </tr> 44 <tr> 45<TD width="150"><code>GX_CC_C1</code></TD> 46<TD width="350">RGB color from the <CODE>TEVREG1</CODE> register</TD> 47 </tr> 48 <tr> 49<TD width="150"><code>GX_CC_C2</code></TD> 50<TD width="350">RGB color from the <CODE>TEVREG2</CODE> register</TD> 51 </tr> 52 <tr> 53<TD width="150"><code>GX_CC_CPREV</code></TD> 54<TD width="350">RGB color from the <CODE>TEVPREV</CODE> register</TD> 55 </tr> 56 <tr> 57<TD width="150"><code>GX_CC_A0</code></TD> 58<TD width="350">Alpha from the <CODE>TEVREG0</CODE> register</TD> 59 </tr> 60 <tr> 61<TD width="150"><code>GX_CC_A1</code></TD> 62<TD width="350">Alpha from the <CODE>TEVREG1</CODE> register</TD> 63 </tr> 64 <tr> 65<TD width="150"><code>GX_CC_A2</code></TD> 66<TD width="350">Alpha from the <CODE>TEVREG2</CODE> register</TD> 67 </tr> 68 <tr> 69<TD width="150"><code>GX_CC_APREV</code></TD> 70<TD width="350">Alpha from the <CODE>TEVPREV</CODE> register</TD> 71 </tr> 72 <tr> 73<TD width="150"><code>GX_CC_TEXC</code></TD> 74<TD width="350">RGB color from the texture</TD> 75 </tr> 76 <tr> 77<TD width="150"><code>GX_CC_TEXA</code></TD> 78<TD width="350">Alpha from the texture</TD> 79 </tr> 80 <tr> 81<TD width="150"><code>GX_CC_RASC</code></TD> 82<TD width="350">RGB color from the rasterized vertex color</TD> 83 </tr> 84 <tr> 85<TD width="150"><code>GX_CC_RASA</code></TD> 86<TD width="350">Alpha from the rasterized vertex color</TD> 87 </tr> 88 <tr> 89<TD width="150"><code>GX_CC_ONE</code></TD> 90<TD width="350">1.0 fixed</TD> 91 </tr> 92 <tr> 93<TD width="150"><code>GX_CC_HALF</code></TD> 94<TD width="350">0.5 fixed</TD> 95 </tr> 96 <tr> 97<TD width="150"><code>GX_CC_ZERO</code></TD> 98<TD width="350">0.0 fixed</TD> 99 </tr> 100 <tr> 101<TD width="150"><code>GX_CC_KONST</code></TD> 102<TD width="350">constant color input (see the <A href="GXSetTevKColorSel.html">GXSetTevKColorSel</A> function)</TD> 103 </tr> 104 </TABLE> 105 </TD> 106 </TR> 107 <TR> 108<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE>b</FONT></STRONG></EM></TD> 109<TD width="520">an input color <a href="../Enumerated_Types/GXTevColorArg.html">operand</a><BR>An unsigned 8-bit value for the component. Applicable values are as for <CODE>a</CODE>.</TD> 110 </TR> 111 <TR> 112<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE>c</FONT></STRONG></EM></TD> 113<TD width="520">an input color <a href="../Enumerated_Types/GXTevColorArg.html">operand</a><BR>An unsigned 8-bit value for the component. Applicable values are as for <CODE>a</CODE>.</TD> 114 </TR> 115 <TR> 116<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE>d</FONT></STRONG></EM></TD> 117<TD width="520">an input color <a href="../Enumerated_Types/GXTevColorArg.html">operand</a><BR>a 1-bit sign + a 10-bit value for the component. Applicable values are as for <CODE>a</CODE>.</TD> 118 </TR> 119 </TBODY> 120</TABLE> 121<H2>Return Values</H2> 122<P>None.</P> 123<H2>Description</H2> 124<P>This function sets the input operands for the texture environment (TEV) color combiner unit. The input operands <code>a</code>, <code>b</code>, and <code>c</code> are RGB colors where each component is an unsigned 8-bit value <code>(0 <= a,b,c <= 255)</code>. The <code>d</code> input operand is an RGB color where each component is a signed 10-bit input <code>(-1024 <= d <= 1023)</code>. </P> 125<P>In cases where the input operand is an alpha value (<CODE>GX_CC_A0</CODE>, <CODE>GX_CC_A1</CODE>, <CODE>GX_CC_A2</CODE>, <CODE>GX_CC_APREV</CODE>, <CODE>GX_CC_TEXA</CODE> and <CODE>GX_CC_RASA</CODE>), the alpha value is replicated across the three color channels (<CODE>R=A</CODE>, <CODE>G=A</CODE>, <CODE>B=A</CODE>).</P> 126<P>The function implemented by this TEV stage is set with <a href="GXSetTevColorOp.html"><code>GXSetTevColorOp</code></a>.</P> 127<P>The output of this stage is directed by default to the <code>GX_TEVPREV</code> register (see <a href="../Management/GXInit.html"><code>GXInit</code></a>), but may be set explicitly by <a href="GXSetTevColorOp.html"><code>GXSetTevColorOp</code></a>.</P> 128<P>The registers used to store the output of TEV stages can also be used as the <CODE>GX_CC_C0</CODE>, <CODE>GX_CC_C1</CODE>, <CODE>GX_CC_C2</CODE> and <CODE>GX_CC_CPREV</CODE> inputs. You can program these registers with constant color values using <code><a href="GXSetTevColor.html">GXSetTevColor</a></code> or <a href="GXSetTevColorS10.html"><code>GXSetTevColorS10</code></a>. Each register can store either an unsigned 8-bit number or a signed 10-bit number per component (RGB). If a signed 10-bit number is selected for the inputs <code>a</code>, <code>b</code> or <code>c</code>, it is truncated to 8 bits. No conversion is performed and the highest bits are discarded.</P> 129<P>The input operands <code>GX_CC_RASC</code> and <code>GX_CC_RASA</code> are the result of <a href="../toc.html#Lighting">per-vertex lighting</a> equations. The input operands <code>GX_CC_TEXC</code> and <code>GX_CC_TEXA</code> are the texture inputs for this stage.</P> 130<P><a href="GXSetTevOrder.html"><code>GXSetTevOrder</code></a> associates a TEV stage with particular colors and textures.</P> 131<H2>See Also</H2> 132<P><code><A href="GXSetTevOp.html">GXSetTevOp</A></code><br> <code><A href="GXSetTevColorOp.html">GXSetTevColorOp</A></code><br> <code><A href="GXSetTevAlphaIn.html">GXSetTevAlphaIn</A></code><br> <code><A href="GXSetTevSwapMode.html">GXSetTevSwapMode</A></code><br> <code><A href="GXSetTevKColorSel.html">GXSetTevKColorSel</A></code><br> 133</P> 134<H2>Revision History</H2> 135<P>03/01/2006 Initial version.</P>