// 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. // // EnumPixelFormat.h // // // // // File for type, method, enum or function stubs // in: "..\OgreSDK_vc10_v1-7-3\include\OGRE\OgrePixelFormat.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\OgreEnumPixelFormat.h line:42 enum EnumPixelFormat { /// Unknown pixel format. PF_UNKNOWN = 0, /// 8-bit pixel format, all bits luminace. PF_L8 = 1, PF_BYTE_L = PF_L8, /// 16-bit pixel format, all bits luminace. PF_L16 = 2, PF_SHORT_L = PF_L16, /// 8-bit pixel format, all bits alpha. PF_A8 = 3, PF_BYTE_A = PF_A8, /// 8-bit pixel format, 4 bits alpha, 4 bits luminance. PF_A4L4 = 4, /// 2 byte pixel format, 1 byte luminance, 1 byte alpha PF_BYTE_LA = 5, /// 16-bit pixel format, 5 bits red, 6 bits green, 5 bits blue. PF_R5G6B5 = 6, /// 16-bit pixel format, 5 bits red, 6 bits green, 5 bits blue. PF_B5G6R5 = 7, /// 8-bit pixel format, 2 bits blue, 3 bits green, 3 bits red. PF_R3G3B2 = 31, /// 16-bit pixel format, 4 bits for alpha, red, green and blue. PF_A4R4G4B4 = 8, /// 16-bit pixel format, 5 bits for blue, green, red and 1 for alpha. PF_A1R5G5B5 = 9, /// 24-bit pixel format, 8 bits for red, green and blue. PF_R8G8B8 = 10, /// 24-bit pixel format, 8 bits for blue, green and red. PF_B8G8R8 = 11, /// 32-bit pixel format, 8 bits for alpha, red, green and blue. PF_A8R8G8B8 = 12, /// 32-bit pixel format, 8 bits for blue, green, red and alpha. PF_A8B8G8R8 = 13, /// 32-bit pixel format, 8 bits for blue, green, red and alpha. PF_B8G8R8A8 = 14, /// 32-bit pixel format, 8 bits for red, green, blue and alpha. PF_R8G8B8A8 = 28, /// 32-bit pixel format, 8 bits for red, 8 bits for green, 8 bits for blue /// like PF_A8R8G8B8, but alpha will get discarded PF_X8R8G8B8 = 26, /// 32-bit pixel format, 8 bits for blue, 8 bits for green, 8 bits for red /// like PF_A8B8G8R8, but alpha will get discarded PF_X8B8G8R8 = 27, #if OGRE_ENDIAN == OGRE_ENDIAN_BIG /// 3 byte pixel format, 1 byte for red, 1 byte for green, 1 byte for blue PF_BYTE_RGB = PF_R8G8B8, /// 3 byte pixel format, 1 byte for blue, 1 byte for green, 1 byte for red PF_BYTE_BGR = PF_B8G8R8, /// 4 byte pixel format, 1 byte for blue, 1 byte for green, 1 byte for red and one byte for alpha PF_BYTE_BGRA = PF_B8G8R8A8, /// 4 byte pixel format, 1 byte for red, 1 byte for green, 1 byte for blue, and one byte for alpha PF_BYTE_RGBA = PF_R8G8B8A8, #else /// 3 byte pixel format, 1 byte for red, 1 byte for green, 1 byte for blue PF_BYTE_RGB = PF_B8G8R8, /// 3 byte pixel format, 1 byte for blue, 1 byte for green, 1 byte for red PF_BYTE_BGR = PF_R8G8B8, /// 4 byte pixel format, 1 byte for blue, 1 byte for green, 1 byte for red and one byte for alpha PF_BYTE_BGRA = PF_A8R8G8B8, /// 4 byte pixel format, 1 byte for red, 1 byte for green, 1 byte for blue, and one byte for alpha PF_BYTE_RGBA = PF_A8B8G8R8, #endif /// 32-bit pixel format, 2 bits for alpha, 10 bits for red, green and blue. PF_A2R10G10B10 = 15, /// 32-bit pixel format, 10 bits for blue, green and red, 2 bits for alpha. PF_A2B10G10R10 = 16, /// DDS (DirectDraw Surface) DXT1 format PF_DXT1 = 17, /// DDS (DirectDraw Surface) DXT2 format PF_DXT2 = 18, /// DDS (DirectDraw Surface) DXT3 format PF_DXT3 = 19, /// DDS (DirectDraw Surface) DXT4 format PF_DXT4 = 20, /// DDS (DirectDraw Surface) DXT5 format PF_DXT5 = 21, // 16-bit pixel format, 16 bits (float) for red PF_FLOAT16_R = 32, // 48-bit pixel format, 16 bits (float) for red, 16 bits (float) for green, 16 bits (float) for blue PF_FLOAT16_RGB = 22, // 64-bit pixel format, 16 bits (float) for red, 16 bits (float) for green, 16 bits (float) for blue, 16 bits (float) for alpha PF_FLOAT16_RGBA = 23, // 32-bit pixel format, 32 bits (float) for red PF_FLOAT32_R = 33, // 96-bit pixel format, 32 bits (float) for red, 32 bits (float) for green, 32 bits (float) for blue PF_FLOAT32_RGB = 24, // 128-bit pixel format, 32 bits (float) for red, 32 bits (float) for green, 32 bits (float) for blue, 32 bits (float) for alpha PF_FLOAT32_RGBA = 25, // 32-bit, 2-channel s10e5 floating point pixel format, 16-bit green, 16-bit red PF_FLOAT16_GR = 35, // 64-bit, 2-channel floating point pixel format, 32-bit green, 32-bit red PF_FLOAT32_GR = 36, // Depth texture format PF_DEPTH = 29, // 64-bit pixel format, 16 bits for red, green, blue and alpha PF_SHORT_RGBA = 30, // 32-bit pixel format, 16-bit green, 16-bit red PF_SHORT_GR = 34, // 48-bit pixel format, 16 bits for red, green and blue PF_SHORT_RGB = 37, /// PVRTC (PowerVR) RGB 2 bpp PF_PVRTC_RGB2 = 38, /// PVRTC (PowerVR) RGBA 2 bpp PF_PVRTC_RGBA2 = 39, /// PVRTC (PowerVR) RGB 4 bpp PF_PVRTC_RGB4 = 40, /// PVRTC (PowerVR) RGBA 4 bpp PF_PVRTC_RGBA4 = 41, // Number of pixel formats currently defined PF_COUNT = 42 };