-- GENERATED by C->Haskell Compiler, version 0.16.3 Crystal Seed, 24 Jan 2009 (Haskell) -- Edit the ORIGNAL .chs file instead! {-# LINE 1 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}{-# LANGUAGE ForeignFunctionInterface #-} {-# LANGUAGE TypeSynonymInstances #-} -- 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 -- -- (c) 2011 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. -- -- ClassPass.chs -- -- -- -- -- File for type, method, enum or function stubs -- in: "Dep-OgreSDK/include/OGRE\OgrePass.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. -- -- module HGamer3D.Bindings.Ogre.ClassPass where import C2HS import Foreign import Foreign.Ptr import Foreign.C import Monad (liftM, liftM2) import HGamer3D.Data.HG3DClass import HGamer3D.Data.Vector2 import HGamer3D.Data.Vector3 import HGamer3D.Data.Vector4 import HGamer3D.Data.Quaternion import HGamer3D.Data.Colour import HGamer3D.Data.Angle import HGamer3D.Bindings.Ogre.TypeHG3DClass {-# LINE 52 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} import HGamer3D.Bindings.Ogre.ClassPtr {-# LINE 53 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} import HGamer3D.Bindings.Ogre.Utils {-# LINE 54 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} import HGamer3D.Bindings.Ogre.TypeColour {-# LINE 55 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} import HGamer3D.Bindings.Ogre.EnumSceneBlendFactor {-# LINE 56 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} import HGamer3D.Bindings.Ogre.EnumSceneBlendOperation {-# LINE 57 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} import HGamer3D.Bindings.Ogre.EnumCompareFunction {-# LINE 58 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} import HGamer3D.Bindings.Ogre.EnumCullingMode {-# LINE 59 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} import HGamer3D.Bindings.Ogre.EnumManualCullingMode {-# LINE 60 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} import HGamer3D.Bindings.Ogre.EnumShadeOptions {-# LINE 61 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} import HGamer3D.Bindings.Ogre.EnumPolygonMode {-# LINE 62 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} import HGamer3D.Bindings.Ogre.EnumFogMode {-# LINE 63 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} import HGamer3D.Bindings.Ogre.EnumLightTypes {-# LINE 64 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} import HGamer3D.Bindings.Ogre.TypeSharedPtr {-# LINE 65 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} import HGamer3D.Bindings.Ogre.EnumContentType {-# LINE 66 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} import HGamer3D.Bindings.Ogre.EnumTextureFilterOptions {-# LINE 67 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} import HGamer3D.Bindings.Ogre.EnumIlluminationStage {-# LINE 68 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} cPIsProgrammable :: HG3DClass -> IO (Bool) cPIsProgrammable a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPIsProgrammable'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 74 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPHasVertexProgram :: HG3DClass -> IO (Bool) cPHasVertexProgram a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPHasVertexProgram'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 78 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPHasFragmentProgram :: HG3DClass -> IO (Bool) cPHasFragmentProgram a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPHasFragmentProgram'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 82 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPHasGeometryProgram :: HG3DClass -> IO (Bool) cPHasGeometryProgram a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPHasGeometryProgram'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 86 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPHasShadowCasterVertexProgram :: HG3DClass -> IO (Bool) cPHasShadowCasterVertexProgram a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPHasShadowCasterVertexProgram'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 90 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPHasShadowReceiverVertexProgram :: HG3DClass -> IO (Bool) cPHasShadowReceiverVertexProgram a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPHasShadowReceiverVertexProgram'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 94 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPHasShadowReceiverFragmentProgram :: HG3DClass -> IO (Bool) cPHasShadowReceiverFragmentProgram a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPHasShadowReceiverFragmentProgram'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 98 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetIndex :: HG3DClass -> IO (Int) cPGetIndex a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetIndex'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 102 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetName :: HG3DClass -> IO (String) cPGetName a1 = withHG3DClass a1 $ \a1' -> alloc64k $ \a2' -> cPGetName'_ a1' a2' >>= \res -> peekCString a2'>>= \a2'' -> return (a2'') {-# LINE 106 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetAmbient :: HG3DClass -> Float -> Float -> Float -> IO () cPSetAmbient a1 a2 a3 a4 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in let {a3' = realToFrac a3} in let {a4' = realToFrac a4} in cPSetAmbient'_ a1' a2' a3' a4' >>= \res -> return () {-# LINE 112 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetAmbient2 :: HG3DClass -> Colour -> IO () cPSetAmbient2 a1 a2 = withHG3DClass a1 $ \a1' -> withColour a2 $ \a2' -> cPSetAmbient2'_ a1' a2' >>= \res -> return () {-# LINE 116 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetDiffuse :: HG3DClass -> Float -> Float -> Float -> Float -> IO () cPSetDiffuse a1 a2 a3 a4 a5 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in let {a3' = realToFrac a3} in let {a4' = realToFrac a4} in let {a5' = realToFrac a5} in cPSetDiffuse'_ a1' a2' a3' a4' a5' >>= \res -> return () {-# LINE 123 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetDiffuse2 :: HG3DClass -> Colour -> IO () cPSetDiffuse2 a1 a2 = withHG3DClass a1 $ \a1' -> withColour a2 $ \a2' -> cPSetDiffuse2'_ a1' a2' >>= \res -> return () {-# LINE 127 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetSpecular :: HG3DClass -> Float -> Float -> Float -> Float -> IO () cPSetSpecular a1 a2 a3 a4 a5 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in let {a3' = realToFrac a3} in let {a4' = realToFrac a4} in let {a5' = realToFrac a5} in cPSetSpecular'_ a1' a2' a3' a4' a5' >>= \res -> return () {-# LINE 134 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetSpecular2 :: HG3DClass -> Colour -> IO () cPSetSpecular2 a1 a2 = withHG3DClass a1 $ \a1' -> withColour a2 $ \a2' -> cPSetSpecular2'_ a1' a2' >>= \res -> return () {-# LINE 138 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetShininess :: HG3DClass -> Float -> IO () cPSetShininess a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in cPSetShininess'_ a1' a2' >>= \res -> return () {-# LINE 142 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetSelfIllumination :: HG3DClass -> Float -> Float -> Float -> IO () cPSetSelfIllumination a1 a2 a3 a4 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in let {a3' = realToFrac a3} in let {a4' = realToFrac a4} in cPSetSelfIllumination'_ a1' a2' a3' a4' >>= \res -> return () {-# LINE 148 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetSelfIllumination2 :: HG3DClass -> Colour -> IO () cPSetSelfIllumination2 a1 a2 = withHG3DClass a1 $ \a1' -> withColour a2 $ \a2' -> cPSetSelfIllumination2'_ a1' a2' >>= \res -> return () {-# LINE 152 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetPointSize :: HG3DClass -> IO (Float) cPGetPointSize a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetPointSize'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 156 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetPointSize :: HG3DClass -> Float -> IO () cPSetPointSize a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in cPSetPointSize'_ a1' a2' >>= \res -> return () {-# LINE 160 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetPointSpritesEnabled :: HG3DClass -> Bool -> IO () cPSetPointSpritesEnabled a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in cPSetPointSpritesEnabled'_ a1' a2' >>= \res -> return () {-# LINE 164 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetPointSpritesEnabled :: HG3DClass -> IO (Bool) cPGetPointSpritesEnabled a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetPointSpritesEnabled'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 168 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetPointAttenuation :: HG3DClass -> Bool -> Float -> Float -> Float -> IO () cPSetPointAttenuation a1 a2 a3 a4 a5 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in let {a3' = realToFrac a3} in let {a4' = realToFrac a4} in let {a5' = realToFrac a5} in cPSetPointAttenuation'_ a1' a2' a3' a4' a5' >>= \res -> return () {-# LINE 175 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPIsPointAttenuationEnabled :: HG3DClass -> IO (Bool) cPIsPointAttenuationEnabled a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPIsPointAttenuationEnabled'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 179 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetPointAttenuationConstant :: HG3DClass -> IO (Float) cPGetPointAttenuationConstant a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetPointAttenuationConstant'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 183 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetPointAttenuationLinear :: HG3DClass -> IO (Float) cPGetPointAttenuationLinear a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetPointAttenuationLinear'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 187 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetPointAttenuationQuadratic :: HG3DClass -> IO (Float) cPGetPointAttenuationQuadratic a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetPointAttenuationQuadratic'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 191 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetPointMinSize :: HG3DClass -> Float -> IO () cPSetPointMinSize a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in cPSetPointMinSize'_ a1' a2' >>= \res -> return () {-# LINE 195 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetPointMinSize :: HG3DClass -> IO (Float) cPGetPointMinSize a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetPointMinSize'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 199 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetPointMaxSize :: HG3DClass -> Float -> IO () cPSetPointMaxSize a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in cPSetPointMaxSize'_ a1' a2' >>= \res -> return () {-# LINE 203 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetPointMaxSize :: HG3DClass -> IO (Float) cPGetPointMaxSize a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetPointMaxSize'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 207 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetAmbient :: HG3DClass -> IO (Colour) cPGetAmbient a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetAmbient'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 211 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetDiffuse :: HG3DClass -> IO (Colour) cPGetDiffuse a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetDiffuse'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 215 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetSpecular :: HG3DClass -> IO (Colour) cPGetSpecular a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetSpecular'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 219 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetSelfIllumination :: HG3DClass -> IO (Colour) cPGetSelfIllumination a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetSelfIllumination'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 223 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetShininess :: HG3DClass -> IO (Float) cPGetShininess a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetShininess'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 227 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPCreateTextureUnitState :: HG3DClass -> IO (HG3DClass) cPCreateTextureUnitState a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPCreateTextureUnitState'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 231 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPCreateTextureUnitState2 :: HG3DClass -> String -> Int -> IO (HG3DClass) cPCreateTextureUnitState2 a1 a2 a3 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> let {a3' = fromIntegral a3} in alloca $ \a4' -> cPCreateTextureUnitState2'_ a1' a2' a3' a4' >>= \res -> peek a4'>>= \a4'' -> return (a4'') {-# LINE 237 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPAddTextureUnitState :: HG3DClass -> HG3DClass -> IO () cPAddTextureUnitState a1 a2 = withHG3DClass a1 $ \a1' -> withHG3DClass a2 $ \a2' -> cPAddTextureUnitState'_ a1' a2' >>= \res -> return () {-# LINE 241 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetTextureUnitState :: HG3DClass -> Int -> IO (HG3DClass) cPGetTextureUnitState a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in alloca $ \a3' -> cPGetTextureUnitState'_ a1' a2' a3' >>= \res -> peek a3'>>= \a3'' -> return (a3'') {-# LINE 246 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetTextureUnitState2 :: HG3DClass -> String -> IO (HG3DClass) cPGetTextureUnitState2 a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> alloca $ \a3' -> cPGetTextureUnitState2'_ a1' a2' a3' >>= \res -> peek a3'>>= \a3'' -> return (a3'') {-# LINE 251 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPRemoveTextureUnitState :: HG3DClass -> Int -> IO () cPRemoveTextureUnitState a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in cPRemoveTextureUnitState'_ a1' a2' >>= \res -> return () {-# LINE 255 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPRemoveAllTextureUnitStates :: HG3DClass -> IO () cPRemoveAllTextureUnitStates a1 = withHG3DClass a1 $ \a1' -> cPRemoveAllTextureUnitStates'_ a1' >>= \res -> return () {-# LINE 258 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetNumTextureUnitStates :: HG3DClass -> IO (Int) cPGetNumTextureUnitStates a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetNumTextureUnitStates'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 262 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPHasSeparateSceneBlending :: HG3DClass -> IO (Bool) cPHasSeparateSceneBlending a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPHasSeparateSceneBlending'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 266 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetSourceBlendFactor :: HG3DClass -> IO (EnumSceneBlendFactor) cPGetSourceBlendFactor a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetSourceBlendFactor'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 270 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetDestBlendFactor :: HG3DClass -> IO (EnumSceneBlendFactor) cPGetDestBlendFactor a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetDestBlendFactor'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 274 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetSourceBlendFactorAlpha :: HG3DClass -> IO (EnumSceneBlendFactor) cPGetSourceBlendFactorAlpha a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetSourceBlendFactorAlpha'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 278 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetDestBlendFactorAlpha :: HG3DClass -> IO (EnumSceneBlendFactor) cPGetDestBlendFactorAlpha a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetDestBlendFactorAlpha'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 282 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetSceneBlendingOperation :: HG3DClass -> EnumSceneBlendOperation -> IO () cPSetSceneBlendingOperation a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = cIntFromEnum a2} in cPSetSceneBlendingOperation'_ a1' a2' >>= \res -> return () {-# LINE 286 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetSeparateSceneBlendingOperation :: HG3DClass -> EnumSceneBlendOperation -> EnumSceneBlendOperation -> IO () cPSetSeparateSceneBlendingOperation a1 a2 a3 = withHG3DClass a1 $ \a1' -> let {a2' = cIntFromEnum a2} in let {a3' = cIntFromEnum a3} in cPSetSeparateSceneBlendingOperation'_ a1' a2' a3' >>= \res -> return () {-# LINE 291 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPHasSeparateSceneBlendingOperations :: HG3DClass -> IO (Bool) cPHasSeparateSceneBlendingOperations a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPHasSeparateSceneBlendingOperations'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 295 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetSceneBlendingOperation :: HG3DClass -> IO (EnumSceneBlendOperation) cPGetSceneBlendingOperation a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetSceneBlendingOperation'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 299 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetSceneBlendingOperationAlpha :: HG3DClass -> IO (EnumSceneBlendOperation) cPGetSceneBlendingOperationAlpha a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetSceneBlendingOperationAlpha'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 303 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPIsTransparent :: HG3DClass -> IO (Bool) cPIsTransparent a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPIsTransparent'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 307 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetDepthCheckEnabled :: HG3DClass -> Bool -> IO () cPSetDepthCheckEnabled a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in cPSetDepthCheckEnabled'_ a1' a2' >>= \res -> return () {-# LINE 311 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetDepthCheckEnabled :: HG3DClass -> IO (Bool) cPGetDepthCheckEnabled a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetDepthCheckEnabled'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 315 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetDepthWriteEnabled :: HG3DClass -> Bool -> IO () cPSetDepthWriteEnabled a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in cPSetDepthWriteEnabled'_ a1' a2' >>= \res -> return () {-# LINE 319 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetDepthWriteEnabled :: HG3DClass -> IO (Bool) cPGetDepthWriteEnabled a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetDepthWriteEnabled'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 323 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetDepthFunction :: HG3DClass -> EnumCompareFunction -> IO () cPSetDepthFunction a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = cIntFromEnum a2} in cPSetDepthFunction'_ a1' a2' >>= \res -> return () {-# LINE 327 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetDepthFunction :: HG3DClass -> IO (EnumCompareFunction) cPGetDepthFunction a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetDepthFunction'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 331 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetColourWriteEnabled :: HG3DClass -> Bool -> IO () cPSetColourWriteEnabled a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in cPSetColourWriteEnabled'_ a1' a2' >>= \res -> return () {-# LINE 335 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetColourWriteEnabled :: HG3DClass -> IO (Bool) cPGetColourWriteEnabled a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetColourWriteEnabled'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 339 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetCullingMode :: HG3DClass -> EnumCullingMode -> IO () cPSetCullingMode a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = cIntFromEnum a2} in cPSetCullingMode'_ a1' a2' >>= \res -> return () {-# LINE 343 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetCullingMode :: HG3DClass -> IO (EnumCullingMode) cPGetCullingMode a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetCullingMode'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 347 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetManualCullingMode :: HG3DClass -> EnumManualCullingMode -> IO () cPSetManualCullingMode a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = cIntFromEnum a2} in cPSetManualCullingMode'_ a1' a2' >>= \res -> return () {-# LINE 351 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetManualCullingMode :: HG3DClass -> IO (EnumManualCullingMode) cPGetManualCullingMode a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetManualCullingMode'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 355 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetLightingEnabled :: HG3DClass -> Bool -> IO () cPSetLightingEnabled a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in cPSetLightingEnabled'_ a1' a2' >>= \res -> return () {-# LINE 359 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetLightingEnabled :: HG3DClass -> IO (Bool) cPGetLightingEnabled a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetLightingEnabled'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 363 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetMaxSimultaneousLights :: HG3DClass -> Int -> IO () cPSetMaxSimultaneousLights a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in cPSetMaxSimultaneousLights'_ a1' a2' >>= \res -> return () {-# LINE 367 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetMaxSimultaneousLights :: HG3DClass -> IO (Int) cPGetMaxSimultaneousLights a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetMaxSimultaneousLights'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 371 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetStartLight :: HG3DClass -> Int -> IO () cPSetStartLight a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in cPSetStartLight'_ a1' a2' >>= \res -> return () {-# LINE 375 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetStartLight :: HG3DClass -> IO (Int) cPGetStartLight a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetStartLight'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 379 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetShadingMode :: HG3DClass -> EnumShadeOptions -> IO () cPSetShadingMode a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = cIntFromEnum a2} in cPSetShadingMode'_ a1' a2' >>= \res -> return () {-# LINE 383 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetShadingMode :: HG3DClass -> IO (EnumShadeOptions) cPGetShadingMode a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetShadingMode'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 387 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetPolygonMode :: HG3DClass -> EnumPolygonMode -> IO () cPSetPolygonMode a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = cIntFromEnum a2} in cPSetPolygonMode'_ a1' a2' >>= \res -> return () {-# LINE 391 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetPolygonMode :: HG3DClass -> IO (EnumPolygonMode) cPGetPolygonMode a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetPolygonMode'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 395 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetPolygonModeOverrideable :: HG3DClass -> Bool -> IO () cPSetPolygonModeOverrideable a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in cPSetPolygonModeOverrideable'_ a1' a2' >>= \res -> return () {-# LINE 399 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetPolygonModeOverrideable :: HG3DClass -> IO (Bool) cPGetPolygonModeOverrideable a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetPolygonModeOverrideable'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 403 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetFog :: HG3DClass -> Bool -> EnumFogMode -> Colour -> Float -> Float -> Float -> IO () cPSetFog a1 a2 a3 a4 a5 a6 a7 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in let {a3' = cIntFromEnum a3} in withColour a4 $ \a4' -> let {a5' = realToFrac a5} in let {a6' = realToFrac a6} in let {a7' = realToFrac a7} in cPSetFog'_ a1' a2' a3' a4' a5' a6' a7' >>= \res -> return () {-# LINE 412 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetFogOverride :: HG3DClass -> IO (Bool) cPGetFogOverride a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetFogOverride'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 416 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetFogMode :: HG3DClass -> IO (EnumFogMode) cPGetFogMode a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetFogMode'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 420 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetFogColour :: HG3DClass -> IO (Colour) cPGetFogColour a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetFogColour'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 424 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetFogStart :: HG3DClass -> IO (Float) cPGetFogStart a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetFogStart'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 428 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetFogEnd :: HG3DClass -> IO (Float) cPGetFogEnd a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetFogEnd'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 432 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetFogDensity :: HG3DClass -> IO (Float) cPGetFogDensity a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetFogDensity'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 436 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetDepthBias :: HG3DClass -> Float -> Float -> IO () cPSetDepthBias a1 a2 a3 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in let {a3' = realToFrac a3} in cPSetDepthBias'_ a1' a2' a3' >>= \res -> return () {-# LINE 441 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetDepthBiasConstant :: HG3DClass -> IO (Float) cPGetDepthBiasConstant a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetDepthBiasConstant'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 445 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetDepthBiasSlopeScale :: HG3DClass -> IO (Float) cPGetDepthBiasSlopeScale a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetDepthBiasSlopeScale'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 449 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetIterationDepthBias :: HG3DClass -> Float -> IO () cPSetIterationDepthBias a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in cPSetIterationDepthBias'_ a1' a2' >>= \res -> return () {-# LINE 453 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetIterationDepthBias :: HG3DClass -> IO (Float) cPGetIterationDepthBias a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetIterationDepthBias'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 457 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetAlphaRejectFunction :: HG3DClass -> EnumCompareFunction -> IO () cPSetAlphaRejectFunction a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = cIntFromEnum a2} in cPSetAlphaRejectFunction'_ a1' a2' >>= \res -> return () {-# LINE 461 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetAlphaRejectFunction :: HG3DClass -> IO (EnumCompareFunction) cPGetAlphaRejectFunction a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetAlphaRejectFunction'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 465 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetAlphaToCoverageEnabled :: HG3DClass -> Bool -> IO () cPSetAlphaToCoverageEnabled a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in cPSetAlphaToCoverageEnabled'_ a1' a2' >>= \res -> return () {-# LINE 469 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPIsAlphaToCoverageEnabled :: HG3DClass -> IO (Bool) cPIsAlphaToCoverageEnabled a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPIsAlphaToCoverageEnabled'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 473 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetTransparentSortingEnabled :: HG3DClass -> Bool -> IO () cPSetTransparentSortingEnabled a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in cPSetTransparentSortingEnabled'_ a1' a2' >>= \res -> return () {-# LINE 477 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetTransparentSortingEnabled :: HG3DClass -> IO (Bool) cPGetTransparentSortingEnabled a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetTransparentSortingEnabled'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 481 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetTransparentSortingForced :: HG3DClass -> Bool -> IO () cPSetTransparentSortingForced a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in cPSetTransparentSortingForced'_ a1' a2' >>= \res -> return () {-# LINE 485 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetTransparentSortingForced :: HG3DClass -> IO (Bool) cPGetTransparentSortingForced a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetTransparentSortingForced'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 489 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetIteratePerLight :: HG3DClass -> Bool -> Bool -> EnumLightTypes -> IO () cPSetIteratePerLight a1 a2 a3 a4 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in let {a3' = fromBool a3} in let {a4' = cIntFromEnum a4} in cPSetIteratePerLight'_ a1' a2' a3' a4' >>= \res -> return () {-# LINE 495 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetIteratePerLight :: HG3DClass -> IO (Bool) cPGetIteratePerLight a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetIteratePerLight'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 499 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetRunOnlyForOneLightType :: HG3DClass -> IO (Bool) cPGetRunOnlyForOneLightType a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetRunOnlyForOneLightType'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 503 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetOnlyLightType :: HG3DClass -> IO (EnumLightTypes) cPGetOnlyLightType a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetOnlyLightType'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 507 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetLightCountPerIteration :: HG3DClass -> Int -> IO () cPSetLightCountPerIteration a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in cPSetLightCountPerIteration'_ a1' a2' >>= \res -> return () {-# LINE 511 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetLightCountPerIteration :: HG3DClass -> IO (Int) cPGetLightCountPerIteration a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetLightCountPerIteration'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 515 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetParent :: HG3DClass -> IO (HG3DClass) cPGetParent a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetParent'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 519 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetResourceGroup :: HG3DClass -> IO (String) cPGetResourceGroup a1 = withHG3DClass a1 $ \a1' -> alloc64k $ \a2' -> cPGetResourceGroup'_ a1' a2' >>= \res -> peekCString a2'>>= \a2'' -> return (a2'') {-# LINE 523 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetVertexProgram :: HG3DClass -> String -> Bool -> IO () cPSetVertexProgram a1 a2 a3 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> let {a3' = fromBool a3} in cPSetVertexProgram'_ a1' a2' a3' >>= \res -> return () {-# LINE 528 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetVertexProgramName :: HG3DClass -> IO (String) cPGetVertexProgramName a1 = withHG3DClass a1 $ \a1' -> alloc64k $ \a2' -> cPGetVertexProgramName'_ a1' a2' >>= \res -> peekCString a2'>>= \a2'' -> return (a2'') {-# LINE 532 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetVertexProgram :: HG3DClass -> IO (SharedPtr) cPGetVertexProgram a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetVertexProgram'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 536 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetShadowCasterVertexProgram :: HG3DClass -> String -> IO () cPSetShadowCasterVertexProgram a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> cPSetShadowCasterVertexProgram'_ a1' a2' >>= \res -> return () {-# LINE 540 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetShadowCasterVertexProgramName :: HG3DClass -> IO (String) cPGetShadowCasterVertexProgramName a1 = withHG3DClass a1 $ \a1' -> alloc64k $ \a2' -> cPGetShadowCasterVertexProgramName'_ a1' a2' >>= \res -> peekCString a2'>>= \a2'' -> return (a2'') {-# LINE 544 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetShadowCasterVertexProgram :: HG3DClass -> IO (SharedPtr) cPGetShadowCasterVertexProgram a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetShadowCasterVertexProgram'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 548 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetShadowReceiverVertexProgram :: HG3DClass -> String -> IO () cPSetShadowReceiverVertexProgram a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> cPSetShadowReceiverVertexProgram'_ a1' a2' >>= \res -> return () {-# LINE 552 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetShadowReceiverFragmentProgram :: HG3DClass -> String -> IO () cPSetShadowReceiverFragmentProgram a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> cPSetShadowReceiverFragmentProgram'_ a1' a2' >>= \res -> return () {-# LINE 556 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetShadowReceiverVertexProgramName :: HG3DClass -> IO (String) cPGetShadowReceiverVertexProgramName a1 = withHG3DClass a1 $ \a1' -> alloc64k $ \a2' -> cPGetShadowReceiverVertexProgramName'_ a1' a2' >>= \res -> peekCString a2'>>= \a2'' -> return (a2'') {-# LINE 560 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetShadowReceiverVertexProgram :: HG3DClass -> IO (SharedPtr) cPGetShadowReceiverVertexProgram a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetShadowReceiverVertexProgram'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 564 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetShadowReceiverFragmentProgramName :: HG3DClass -> IO (String) cPGetShadowReceiverFragmentProgramName a1 = withHG3DClass a1 $ \a1' -> alloc64k $ \a2' -> cPGetShadowReceiverFragmentProgramName'_ a1' a2' >>= \res -> peekCString a2'>>= \a2'' -> return (a2'') {-# LINE 568 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetShadowReceiverFragmentProgram :: HG3DClass -> IO (SharedPtr) cPGetShadowReceiverFragmentProgram a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetShadowReceiverFragmentProgram'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 572 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetFragmentProgram :: HG3DClass -> String -> Bool -> IO () cPSetFragmentProgram a1 a2 a3 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> let {a3' = fromBool a3} in cPSetFragmentProgram'_ a1' a2' a3' >>= \res -> return () {-# LINE 577 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetFragmentProgramName :: HG3DClass -> IO (String) cPGetFragmentProgramName a1 = withHG3DClass a1 $ \a1' -> alloc64k $ \a2' -> cPGetFragmentProgramName'_ a1' a2' >>= \res -> peekCString a2'>>= \a2'' -> return (a2'') {-# LINE 581 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetFragmentProgram :: HG3DClass -> IO (SharedPtr) cPGetFragmentProgram a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetFragmentProgram'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 585 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetGeometryProgram :: HG3DClass -> String -> Bool -> IO () cPSetGeometryProgram a1 a2 a3 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> let {a3' = fromBool a3} in cPSetGeometryProgram'_ a1' a2' a3' >>= \res -> return () {-# LINE 590 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetGeometryProgramName :: HG3DClass -> IO (String) cPGetGeometryProgramName a1 = withHG3DClass a1 $ \a1' -> alloc64k $ \a2' -> cPGetGeometryProgramName'_ a1' a2' >>= \res -> peekCString a2'>>= \a2'' -> return (a2'') {-# LINE 594 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetGeometryProgram :: HG3DClass -> IO (SharedPtr) cPGetGeometryProgram a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetGeometryProgram'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 598 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSplit :: HG3DClass -> Int -> IO (HG3DClass) cPSplit a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in alloca $ \a3' -> cPSplit'_ a1' a2' a3' >>= \res -> peek a3'>>= \a3'' -> return (a3'') {-# LINE 603 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPNotifyIndex :: HG3DClass -> Int -> IO () cPNotifyIndex a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in cPNotifyIndex'_ a1' a2' >>= \res -> return () {-# LINE 607 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPPrepare :: HG3DClass -> IO () cPPrepare a1 = withHG3DClass a1 $ \a1' -> cPPrepare'_ a1' >>= \res -> return () {-# LINE 610 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPUnprepare :: HG3DClass -> IO () cPUnprepare a1 = withHG3DClass a1 $ \a1' -> cPUnprepare'_ a1' >>= \res -> return () {-# LINE 613 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPLoad :: HG3DClass -> IO () cPLoad a1 = withHG3DClass a1 $ \a1' -> cPLoad'_ a1' >>= \res -> return () {-# LINE 616 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPUnload :: HG3DClass -> IO () cPUnload a1 = withHG3DClass a1 $ \a1' -> cPUnload'_ a1' >>= \res -> return () {-# LINE 619 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPIsLoaded :: HG3DClass -> IO (Bool) cPIsLoaded a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPIsLoaded'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 623 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetHash :: HG3DClass -> IO (Int) cPGetHash a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetHash'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 627 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPDirtyHash :: HG3DClass -> IO () cPDirtyHash a1 = withHG3DClass a1 $ \a1' -> cPDirtyHash'_ a1' >>= \res -> return () {-# LINE 630 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPRecalculateHash :: HG3DClass -> IO () cPRecalculateHash a1 = withHG3DClass a1 $ \a1' -> cPRecalculateHash'_ a1' >>= \res -> return () {-# LINE 633 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPNotifyNeedsRecompile :: HG3DClass -> IO () cPNotifyNeedsRecompile a1 = withHG3DClass a1 $ \a1' -> cPNotifyNeedsRecompile'_ a1' >>= \res -> return () {-# LINE 636 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetTextureUnitWithContentTypeIndex :: HG3DClass -> EnumContentType -> Int -> IO (Int) cPGetTextureUnitWithContentTypeIndex a1 a2 a3 = withHG3DClass a1 $ \a1' -> let {a2' = cIntFromEnum a2} in let {a3' = fromIntegral a3} in alloca $ \a4' -> cPGetTextureUnitWithContentTypeIndex'_ a1' a2' a3' a4' >>= \res -> peekIntConv a4'>>= \a4'' -> return (a4'') {-# LINE 642 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetTextureFiltering :: HG3DClass -> EnumTextureFilterOptions -> IO () cPSetTextureFiltering a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = cIntFromEnum a2} in cPSetTextureFiltering'_ a1' a2' >>= \res -> return () {-# LINE 646 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetTextureAnisotropy :: HG3DClass -> Int -> IO () cPSetTextureAnisotropy a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in cPSetTextureAnisotropy'_ a1' a2' >>= \res -> return () {-# LINE 650 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetNormaliseNormals :: HG3DClass -> Bool -> IO () cPSetNormaliseNormals a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in cPSetNormaliseNormals'_ a1' a2' >>= \res -> return () {-# LINE 654 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetNormaliseNormals :: HG3DClass -> IO (Bool) cPGetNormaliseNormals a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetNormaliseNormals'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 658 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPQueueForDeletion :: HG3DClass -> IO () cPQueueForDeletion a1 = withHG3DClass a1 $ \a1' -> cPQueueForDeletion'_ a1' >>= \res -> return () {-# LINE 661 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPIsAmbientOnly :: HG3DClass -> IO (Bool) cPIsAmbientOnly a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPIsAmbientOnly'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 665 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetPassIterationCount :: HG3DClass -> Int -> IO () cPSetPassIterationCount a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in cPSetPassIterationCount'_ a1' a2' >>= \res -> return () {-# LINE 669 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetPassIterationCount :: HG3DClass -> IO (Int) cPGetPassIterationCount a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetPassIterationCount'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 673 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetLightScissoringEnabled :: HG3DClass -> Bool -> IO () cPSetLightScissoringEnabled a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in cPSetLightScissoringEnabled'_ a1' a2' >>= \res -> return () {-# LINE 677 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetLightScissoringEnabled :: HG3DClass -> IO (Bool) cPGetLightScissoringEnabled a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetLightScissoringEnabled'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 681 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetLightClipPlanesEnabled :: HG3DClass -> Bool -> IO () cPSetLightClipPlanesEnabled a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in cPSetLightClipPlanesEnabled'_ a1' a2' >>= \res -> return () {-# LINE 685 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetLightClipPlanesEnabled :: HG3DClass -> IO (Bool) cPGetLightClipPlanesEnabled a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetLightClipPlanesEnabled'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 689 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPSetIlluminationStage :: HG3DClass -> EnumIlluminationStage -> IO () cPSetIlluminationStage a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = cIntFromEnum a2} in cPSetIlluminationStage'_ a1' a2' >>= \res -> return () {-# LINE 693 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; cPGetIlluminationStage :: HG3DClass -> IO (EnumIlluminationStage) cPGetIlluminationStage a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cPGetIlluminationStage'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 697 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-} ; foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_isProgrammable_c" cPIsProgrammable'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_hasVertexProgram_c" cPHasVertexProgram'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_hasFragmentProgram_c" cPHasFragmentProgram'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_hasGeometryProgram_c" cPHasGeometryProgram'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_hasShadowCasterVertexProgram_c" cPHasShadowCasterVertexProgram'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_hasShadowReceiverVertexProgram_c" cPHasShadowReceiverVertexProgram'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_hasShadowReceiverFragmentProgram_c" cPHasShadowReceiverFragmentProgram'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getIndex_c" cPGetIndex'_ :: ((HG3DClassPtr) -> ((Ptr CUShort) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getName_c" cPGetName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setAmbient_c" cPSetAmbient'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setAmbient2_c" cPSetAmbient2'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setDiffuse_c" cPSetDiffuse'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setDiffuse2_c" cPSetDiffuse2'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setSpecular_c" cPSetSpecular'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setSpecular2_c" cPSetSpecular2'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setShininess_c" cPSetShininess'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setSelfIllumination_c" cPSetSelfIllumination'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setSelfIllumination2_c" cPSetSelfIllumination2'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getPointSize_c" cPGetPointSize'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setPointSize_c" cPSetPointSize'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setPointSpritesEnabled_c" cPSetPointSpritesEnabled'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getPointSpritesEnabled_c" cPGetPointSpritesEnabled'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setPointAttenuation_c" cPSetPointAttenuation'_ :: ((HG3DClassPtr) -> (CInt -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_isPointAttenuationEnabled_c" cPIsPointAttenuationEnabled'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getPointAttenuationConstant_c" cPGetPointAttenuationConstant'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getPointAttenuationLinear_c" cPGetPointAttenuationLinear'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getPointAttenuationQuadratic_c" cPGetPointAttenuationQuadratic'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setPointMinSize_c" cPSetPointMinSize'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getPointMinSize_c" cPGetPointMinSize'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setPointMaxSize_c" cPSetPointMaxSize'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getPointMaxSize_c" cPGetPointMaxSize'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getAmbient_c" cPGetAmbient'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getDiffuse_c" cPGetDiffuse'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getSpecular_c" cPGetSpecular'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getSelfIllumination_c" cPGetSelfIllumination'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getShininess_c" cPGetShininess'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_createTextureUnitState_c" cPCreateTextureUnitState'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_createTextureUnitState2_c" cPCreateTextureUnitState2'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (CUShort -> ((HG3DClassPtr) -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_addTextureUnitState_c" cPAddTextureUnitState'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getTextureUnitState_c" cPGetTextureUnitState'_ :: ((HG3DClassPtr) -> (CUShort -> ((HG3DClassPtr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getTextureUnitState2_c" cPGetTextureUnitState2'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((HG3DClassPtr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_removeTextureUnitState_c" cPRemoveTextureUnitState'_ :: ((HG3DClassPtr) -> (CUShort -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_removeAllTextureUnitStates_c" cPRemoveAllTextureUnitStates'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getNumTextureUnitStates_c" cPGetNumTextureUnitStates'_ :: ((HG3DClassPtr) -> ((Ptr CUShort) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_hasSeparateSceneBlending_c" cPHasSeparateSceneBlending'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getSourceBlendFactor_c" cPGetSourceBlendFactor'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getDestBlendFactor_c" cPGetDestBlendFactor'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getSourceBlendFactorAlpha_c" cPGetSourceBlendFactorAlpha'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getDestBlendFactorAlpha_c" cPGetDestBlendFactorAlpha'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setSceneBlendingOperation_c" cPSetSceneBlendingOperation'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setSeparateSceneBlendingOperation_c" cPSetSeparateSceneBlendingOperation'_ :: ((HG3DClassPtr) -> (CInt -> (CInt -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_hasSeparateSceneBlendingOperations_c" cPHasSeparateSceneBlendingOperations'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getSceneBlendingOperation_c" cPGetSceneBlendingOperation'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getSceneBlendingOperationAlpha_c" cPGetSceneBlendingOperationAlpha'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_isTransparent_c" cPIsTransparent'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setDepthCheckEnabled_c" cPSetDepthCheckEnabled'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getDepthCheckEnabled_c" cPGetDepthCheckEnabled'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setDepthWriteEnabled_c" cPSetDepthWriteEnabled'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getDepthWriteEnabled_c" cPGetDepthWriteEnabled'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setDepthFunction_c" cPSetDepthFunction'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getDepthFunction_c" cPGetDepthFunction'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setColourWriteEnabled_c" cPSetColourWriteEnabled'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getColourWriteEnabled_c" cPGetColourWriteEnabled'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setCullingMode_c" cPSetCullingMode'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getCullingMode_c" cPGetCullingMode'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setManualCullingMode_c" cPSetManualCullingMode'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getManualCullingMode_c" cPGetManualCullingMode'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setLightingEnabled_c" cPSetLightingEnabled'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getLightingEnabled_c" cPGetLightingEnabled'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setMaxSimultaneousLights_c" cPSetMaxSimultaneousLights'_ :: ((HG3DClassPtr) -> (CUShort -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getMaxSimultaneousLights_c" cPGetMaxSimultaneousLights'_ :: ((HG3DClassPtr) -> ((Ptr CUShort) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setStartLight_c" cPSetStartLight'_ :: ((HG3DClassPtr) -> (CUShort -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getStartLight_c" cPGetStartLight'_ :: ((HG3DClassPtr) -> ((Ptr CUShort) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setShadingMode_c" cPSetShadingMode'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getShadingMode_c" cPGetShadingMode'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setPolygonMode_c" cPSetPolygonMode'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getPolygonMode_c" cPGetPolygonMode'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setPolygonModeOverrideable_c" cPSetPolygonModeOverrideable'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getPolygonModeOverrideable_c" cPGetPolygonModeOverrideable'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setFog_c" cPSetFog'_ :: ((HG3DClassPtr) -> (CInt -> (CInt -> ((ColourPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getFogOverride_c" cPGetFogOverride'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getFogMode_c" cPGetFogMode'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getFogColour_c" cPGetFogColour'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getFogStart_c" cPGetFogStart'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getFogEnd_c" cPGetFogEnd'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getFogDensity_c" cPGetFogDensity'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setDepthBias_c" cPSetDepthBias'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getDepthBiasConstant_c" cPGetDepthBiasConstant'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getDepthBiasSlopeScale_c" cPGetDepthBiasSlopeScale'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setIterationDepthBias_c" cPSetIterationDepthBias'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getIterationDepthBias_c" cPGetIterationDepthBias'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setAlphaRejectFunction_c" cPSetAlphaRejectFunction'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getAlphaRejectFunction_c" cPGetAlphaRejectFunction'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setAlphaToCoverageEnabled_c" cPSetAlphaToCoverageEnabled'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_isAlphaToCoverageEnabled_c" cPIsAlphaToCoverageEnabled'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setTransparentSortingEnabled_c" cPSetTransparentSortingEnabled'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getTransparentSortingEnabled_c" cPGetTransparentSortingEnabled'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setTransparentSortingForced_c" cPSetTransparentSortingForced'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getTransparentSortingForced_c" cPGetTransparentSortingForced'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setIteratePerLight_c" cPSetIteratePerLight'_ :: ((HG3DClassPtr) -> (CInt -> (CInt -> (CInt -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getIteratePerLight_c" cPGetIteratePerLight'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getRunOnlyForOneLightType_c" cPGetRunOnlyForOneLightType'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getOnlyLightType_c" cPGetOnlyLightType'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setLightCountPerIteration_c" cPSetLightCountPerIteration'_ :: ((HG3DClassPtr) -> (CUShort -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getLightCountPerIteration_c" cPGetLightCountPerIteration'_ :: ((HG3DClassPtr) -> ((Ptr CUShort) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getParent_c" cPGetParent'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getResourceGroup_c" cPGetResourceGroup'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setVertexProgram_c" cPSetVertexProgram'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (CInt -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getVertexProgramName_c" cPGetVertexProgramName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getVertexProgram_c" cPGetVertexProgram'_ :: ((HG3DClassPtr) -> ((SharedPtrPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setShadowCasterVertexProgram_c" cPSetShadowCasterVertexProgram'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getShadowCasterVertexProgramName_c" cPGetShadowCasterVertexProgramName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getShadowCasterVertexProgram_c" cPGetShadowCasterVertexProgram'_ :: ((HG3DClassPtr) -> ((SharedPtrPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setShadowReceiverVertexProgram_c" cPSetShadowReceiverVertexProgram'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setShadowReceiverFragmentProgram_c" cPSetShadowReceiverFragmentProgram'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getShadowReceiverVertexProgramName_c" cPGetShadowReceiverVertexProgramName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getShadowReceiverVertexProgram_c" cPGetShadowReceiverVertexProgram'_ :: ((HG3DClassPtr) -> ((SharedPtrPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getShadowReceiverFragmentProgramName_c" cPGetShadowReceiverFragmentProgramName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getShadowReceiverFragmentProgram_c" cPGetShadowReceiverFragmentProgram'_ :: ((HG3DClassPtr) -> ((SharedPtrPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setFragmentProgram_c" cPSetFragmentProgram'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (CInt -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getFragmentProgramName_c" cPGetFragmentProgramName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getFragmentProgram_c" cPGetFragmentProgram'_ :: ((HG3DClassPtr) -> ((SharedPtrPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setGeometryProgram_c" cPSetGeometryProgram'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (CInt -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getGeometryProgramName_c" cPGetGeometryProgramName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getGeometryProgram_c" cPGetGeometryProgram'_ :: ((HG3DClassPtr) -> ((SharedPtrPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP__split_c" cPSplit'_ :: ((HG3DClassPtr) -> (CUShort -> ((HG3DClassPtr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP__notifyIndex_c" cPNotifyIndex'_ :: ((HG3DClassPtr) -> (CUShort -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP__prepare_c" cPPrepare'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP__unprepare_c" cPUnprepare'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP__load_c" cPLoad'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP__unload_c" cPUnload'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_isLoaded_c" cPIsLoaded'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getHash_c" cPGetHash'_ :: ((HG3DClassPtr) -> ((Ptr CUInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP__dirtyHash_c" cPDirtyHash'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP__recalculateHash_c" cPRecalculateHash'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP__notifyNeedsRecompile_c" cPNotifyNeedsRecompile'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP__getTextureUnitWithContentTypeIndex_c" cPGetTextureUnitWithContentTypeIndex'_ :: ((HG3DClassPtr) -> (CInt -> (CUShort -> ((Ptr CUShort) -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setTextureFiltering_c" cPSetTextureFiltering'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setTextureAnisotropy_c" cPSetTextureAnisotropy'_ :: ((HG3DClassPtr) -> (CUInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setNormaliseNormals_c" cPSetNormaliseNormals'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getNormaliseNormals_c" cPGetNormaliseNormals'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_queueForDeletion_c" cPQueueForDeletion'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_isAmbientOnly_c" cPIsAmbientOnly'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setPassIterationCount_c" cPSetPassIterationCount'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getPassIterationCount_c" cPGetPassIterationCount'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setLightScissoringEnabled_c" cPSetLightScissoringEnabled'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getLightScissoringEnabled_c" cPGetLightScissoringEnabled'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setLightClipPlanesEnabled_c" cPSetLightClipPlanesEnabled'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getLightClipPlanesEnabled_c" cPGetLightClipPlanesEnabled'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_setIlluminationStage_c" cPSetIlluminationStage'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getIlluminationStage_c" cPGetIlluminationStage'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))