// This source file is part of HGamer3D // (A project to enable 3D game development in Haskell) // For the latest info, see http://www.althainz.de/HGamer3D.html // // Copyright 2011 Dr. Peter Althainz // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // // EnumLayerBlendOperationEx.h // // // // // File for type, method, enum or function stubs // in: "..\OgreSDK_vc10_v1-7-3\include\OGRE\OgreBlendMode.h" // // each stub combines the following files: // a C++ implementation file, transforming cpp calls into C-functions // a C-header file, making this C-functions available for the C2HS parser // a chs file, give instructions to the C2HS parser. // // #include "wchar.h" // enum from ..\OgreSDK_vc10_v1-7-3\include\OGRE\OgreBlendMode.h line:75 enum EnumLayerBlendOperationEx { /// use source1 without modification LBX_SOURCE1, /// use source2 without modification LBX_SOURCE2, /// multiply source1 and source2 together LBX_MODULATE, /// as LBX_MODULATE but brighten afterwards (x2) LBX_MODULATE_X2, /// as LBX_MODULATE but brighten more afterwards (x4) LBX_MODULATE_X4, /// add source1 and source2 together LBX_ADD, /// as LBX_ADD, but subtract 0.5 from the result LBX_ADD_SIGNED, /// as LBX_ADD, but subtract product from the sum LBX_ADD_SMOOTH, /// subtract source2 from source1 LBX_SUBTRACT, /// use interpolated alpha value from vertices to scale source1, then add source2 scaled by (1-alpha) LBX_BLEND_DIFFUSE_ALPHA, /// as LBX_BLEND_DIFFUSE_ALPHA, but use alpha from texture LBX_BLEND_TEXTURE_ALPHA, /// as LBX_BLEND_DIFFUSE_ALPHA, but use current alpha from previous stages LBX_BLEND_CURRENT_ALPHA, /// as LBX_BLEND_DIFFUSE_ALPHA but use a constant manual blend value (0.0-1.0) LBX_BLEND_MANUAL, /// dot product of color1 and color2 LBX_DOTPRODUCT, /// use interpolated color values from vertices to scale source1, then add source2 scaled by (1-color) LBX_BLEND_DIFFUSE_COLOUR };