lambdacube-engine-0.2.1: 3D rendering engine written entirely in Haskell

Graphics.LambdaCube.PixelFormat

Synopsis

Documentation

data PixelFormat Source

The pixel format used for images, textures, and render surfaces

Constructors

PF_UNKNOWN

Unknown pixel format.

PF_L8

8-bit pixel format, all bits luminace. | PF_BYTE_L = PF_L8

PF_L16

16-bit pixel format, all bits luminace. | PF_SHORT_L = PF_L16

PF_A8

8-bit pixel format, all bits alpha. | PF_BYTE_A = PF_A8

PF_A4L4

8-bit pixel format, 4 bits alpha, 4 bits luminance.

PF_BYTE_LA

2 byte pixel format, 1 byte luminance, 1 byte alpha

PF_R5G6B5

16-bit pixel format, 5 bits red, 6 bits green, 5 bits blue.

PF_B5G6R5

16-bit pixel format, 5 bits red, 6 bits green, 5 bits blue.

PF_R3G3B2

8-bit pixel format, 2 bits blue, 3 bits green, 3 bits red.

PF_A4R4G4B4

16-bit pixel format, 4 bits for alpha, red, green and blue.

PF_A1R5G5B5

16-bit pixel format, 5 bits for blue, green, red and 1 for alpha.

PF_R8G8B8

24-bit pixel format, 8 bits for red, green and blue.

PF_B8G8R8

24-bit pixel format, 8 bits for blue, green and red.

PF_A8R8G8B8

32-bit pixel format, 8 bits for alpha, red, green and blue.

PF_A8B8G8R8

32-bit pixel format, 8 bits for blue, green, red and alpha.

PF_B8G8R8A8

32-bit pixel format, 8 bits for blue, green, red and alpha.

PF_R8G8B8A8

32-bit pixel format, 8 bits for red, green, blue and alpha.

PF_X8R8G8B8

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_X8B8G8R8

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_A2R10G10B10

32-bit pixel format, 2 bits for alpha, 10 bits for red, green and blue.

PF_A2B10G10R10

32-bit pixel format, 10 bits for blue, green and red, 2 bits for alpha.

PF_DXT1

DDS (DirectDraw Surface) DXT1 format

PF_DXT2

DDS (DirectDraw Surface) DXT2 format

PF_DXT3

DDS (DirectDraw Surface) DXT3 format

PF_DXT4

DDS (DirectDraw Surface) DXT4 format

PF_DXT5

DDS (DirectDraw Surface) DXT5 format

PF_FLOAT16_R

16-bit pixel format, 16 bits (float) for red

PF_FLOAT16_RGB

48-bit pixel format, 16 bits (float) for red, 16 bits (float) for green, 16 bits (float) for blue

PF_FLOAT16_RGBA

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_FLOAT32_R

16-bit pixel format, 16 bits (float) for red

PF_FLOAT32_RGB

96-bit pixel format, 32 bits (float) for red, 32 bits (float) for green, 32 bits (float) for blue

PF_FLOAT32_RGBA

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_FLOAT16_GR

32-bit, 2-channel s10e5 floating point pixel format, 16-bit green, 16-bit red

PF_FLOAT32_GR

64-bit, 2-channel floating point pixel format, 32-bit green, 32-bit red

PF_DEPTH

Depth texture format

PF_SHORT_RGBA

64-bit pixel format, 16 bits for red, green, blue and alpha

PF_SHORT_GR

32-bit pixel format, 16-bit green, 16-bit red

PF_SHORT_RGB

48-bit pixel format, 16 bits for red, green and blue

data PixelFormatFlags Source

Flags defining some on/off properties of pixel formats

Constructors

PFF_HASALPHA

This format has an alpha channel

PFF_COMPRESSED

This format is compressed. This invalidates the values in elemBytes, elemBits and the bit counts as these might not be fixed in a compressed format.

PFF_FLOAT

This is a floating point format

PFF_DEPTH

This is a depth format (for depth textures)

PFF_NATIVEENDIAN

Format is in native endian. Generally true for the 16, 24 and 32 bits formats which can be represented as machine integers.

PFF_LUMINANCE

This is an intensity format instead of a RGB one. The luminance replaces R,G and B. (but not A)

data PixelComponentType Source

Pixel component format

Constructors

PCT_BYTE

Byte per component (8 bit fixed 0.0..1.0)

PCT_SHORT

Short per component (16 bit fixed 0.0..1.0))

PCT_FLOAT16

16 bit float per component

PCT_FLOAT32

32 bit float per component