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HGamer3D-Ogre-Binding-0.1.3: HGamer3D/Bindings/Ogre/ClassPass.hs

-- 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
-- 
-- 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.
-- 
-- ClassPass.chs
-- 
-- 
-- 
-- 
-- File for type, method, enum or function stubs  
-- in: "..\OgreSDK_vc10_v1-7-4\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.ColourValue
import HGamer3D.Data.Radian
import HGamer3D.Data.Degree
import HGamer3D.Data.Angle
import HGamer3D.Bindings.Ogre.TypeHG3DClass
{-# LINE 54 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
import HGamer3D.Bindings.Ogre.ClassPtr
{-# LINE 55 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
import HGamer3D.Bindings.Ogre.Utils
{-# LINE 56 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
import HGamer3D.Bindings.Ogre.TypeColourValue
{-# LINE 57 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
import HGamer3D.Bindings.Ogre.EnumSceneBlendFactor
{-# LINE 58 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
import HGamer3D.Bindings.Ogre.EnumSceneBlendOperation
{-# LINE 59 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
import HGamer3D.Bindings.Ogre.EnumCompareFunction
{-# LINE 60 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
import HGamer3D.Bindings.Ogre.EnumCullingMode
{-# LINE 61 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
import HGamer3D.Bindings.Ogre.EnumManualCullingMode
{-# LINE 62 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
import HGamer3D.Bindings.Ogre.EnumShadeOptions
{-# LINE 63 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
import HGamer3D.Bindings.Ogre.EnumPolygonMode
{-# LINE 64 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
import HGamer3D.Bindings.Ogre.EnumFogMode
{-# LINE 65 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
import HGamer3D.Bindings.Ogre.EnumLightTypes
{-# LINE 66 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
import HGamer3D.Bindings.Ogre.TypeSharedPtr
{-# LINE 67 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
import HGamer3D.Bindings.Ogre.EnumContentType
{-# LINE 68 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
import HGamer3D.Bindings.Ogre.EnumTextureFilterOptions
{-# LINE 69 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
import HGamer3D.Bindings.Ogre.EnumIlluminationStage
{-# LINE 70 "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 76 "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 80 "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 84 "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 88 "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 92 "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 96 "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 100 "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 104 "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 108 "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 114 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPSetAmbient2 :: HG3DClass -> ColourValue -> IO ()
cPSetAmbient2 a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withColourValue a2 $ \a2' -> 
  cPSetAmbient2'_ a1' a2' >>= \res ->
  return ()
{-# LINE 118 "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 125 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPSetDiffuse2 :: HG3DClass -> ColourValue -> IO ()
cPSetDiffuse2 a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withColourValue a2 $ \a2' -> 
  cPSetDiffuse2'_ a1' a2' >>= \res ->
  return ()
{-# LINE 129 "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 136 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPSetSpecular2 :: HG3DClass -> ColourValue -> IO ()
cPSetSpecular2 a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withColourValue a2 $ \a2' -> 
  cPSetSpecular2'_ a1' a2' >>= \res ->
  return ()
{-# LINE 140 "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 144 "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 150 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPSetSelfIllumination2 :: HG3DClass -> ColourValue -> IO ()
cPSetSelfIllumination2 a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withColourValue a2 $ \a2' -> 
  cPSetSelfIllumination2'_ a1' a2' >>= \res ->
  return ()
{-# LINE 154 "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 158 "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 162 "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 166 "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 170 "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 177 "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 181 "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 185 "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 189 "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 193 "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 197 "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 201 "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 205 "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 209 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPGetAmbient :: HG3DClass -> IO (ColourValue)
cPGetAmbient a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  cPGetAmbient'_ a1' a2' >>= \res ->
  peek  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 213 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPGetDiffuse :: HG3DClass -> IO (ColourValue)
cPGetDiffuse a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  cPGetDiffuse'_ a1' a2' >>= \res ->
  peek  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 217 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPGetSpecular :: HG3DClass -> IO (ColourValue)
cPGetSpecular a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  cPGetSpecular'_ a1' a2' >>= \res ->
  peek  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 221 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPGetSelfIllumination :: HG3DClass -> IO (ColourValue)
cPGetSelfIllumination a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  cPGetSelfIllumination'_ a1' a2' >>= \res ->
  peek  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 225 "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 229 "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 233 "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 239 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPAddTextureUnitState :: HG3DClass -> HG3DClass -> IO ()
cPAddTextureUnitState a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withHG3DClass a2 $ \a2' -> 
  cPAddTextureUnitState'_ a1' a2' >>= \res ->
  return ()
{-# LINE 243 "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 248 "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 253 "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 257 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPRemoveAllTextureUnitStates :: HG3DClass -> IO ()
cPRemoveAllTextureUnitStates a1 =
  withHG3DClass a1 $ \a1' -> 
  cPRemoveAllTextureUnitStates'_ a1' >>= \res ->
  return ()
{-# LINE 260 "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 264 "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 268 "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 272 "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 276 "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 280 "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 284 "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 288 "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 293 "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 297 "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 301 "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 305 "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 309 "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 313 "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 317 "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 321 "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 325 "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 329 "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 333 "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 337 "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 341 "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 345 "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 349 "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 353 "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 357 "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 361 "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 365 "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 369 "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 373 "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 377 "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 381 "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 385 "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 389 "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 393 "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 397 "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 401 "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 405 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPSetFog :: HG3DClass -> Bool -> EnumFogMode -> ColourValue -> 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 
  withColourValue 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 414 "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 418 "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 422 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPGetFogColour :: HG3DClass -> IO (ColourValue)
cPGetFogColour a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  cPGetFogColour'_ a1' a2' >>= \res ->
  peek  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 426 "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 430 "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 434 "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 438 "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 443 "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 447 "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 451 "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 455 "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 459 "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 463 "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 467 "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 471 "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 475 "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 479 "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 483 "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 487 "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 491 "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 497 "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 501 "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 505 "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 509 "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 513 "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 517 "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 521 "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 525 "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 530 "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 534 "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 538 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPSetShadowCasterVertexProgram :: HG3DClass -> String -> IO ()
cPSetShadowCasterVertexProgram a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withCString a2 $ \a2' -> 
  cPSetShadowCasterVertexProgram'_ a1' a2' >>= \res ->
  return ()
{-# LINE 542 "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 546 "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 550 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPSetShadowReceiverVertexProgram :: HG3DClass -> String -> IO ()
cPSetShadowReceiverVertexProgram a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withCString a2 $ \a2' -> 
  cPSetShadowReceiverVertexProgram'_ a1' a2' >>= \res ->
  return ()
{-# LINE 554 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPSetShadowReceiverFragmentProgram :: HG3DClass -> String -> IO ()
cPSetShadowReceiverFragmentProgram a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withCString a2 $ \a2' -> 
  cPSetShadowReceiverFragmentProgram'_ a1' a2' >>= \res ->
  return ()
{-# LINE 558 "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 562 "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 566 "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 570 "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 574 "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 579 "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 583 "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 587 "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 592 "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 596 "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 600 "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 605 "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 609 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPPrepare :: HG3DClass -> IO ()
cPPrepare a1 =
  withHG3DClass a1 $ \a1' -> 
  cPPrepare'_ a1' >>= \res ->
  return ()
{-# LINE 612 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPUnprepare :: HG3DClass -> IO ()
cPUnprepare a1 =
  withHG3DClass a1 $ \a1' -> 
  cPUnprepare'_ a1' >>= \res ->
  return ()
{-# LINE 615 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPLoad :: HG3DClass -> IO ()
cPLoad a1 =
  withHG3DClass a1 $ \a1' -> 
  cPLoad'_ a1' >>= \res ->
  return ()
{-# LINE 618 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPUnload :: HG3DClass -> IO ()
cPUnload a1 =
  withHG3DClass a1 $ \a1' -> 
  cPUnload'_ a1' >>= \res ->
  return ()
{-# LINE 621 "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 625 "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 629 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPDirtyHash :: HG3DClass -> IO ()
cPDirtyHash a1 =
  withHG3DClass a1 $ \a1' -> 
  cPDirtyHash'_ a1' >>= \res ->
  return ()
{-# LINE 632 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPRecalculateHash :: HG3DClass -> IO ()
cPRecalculateHash a1 =
  withHG3DClass a1 $ \a1' -> 
  cPRecalculateHash'_ a1' >>= \res ->
  return ()
{-# LINE 635 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPNotifyNeedsRecompile :: HG3DClass -> IO ()
cPNotifyNeedsRecompile a1 =
  withHG3DClass a1 $ \a1' -> 
  cPNotifyNeedsRecompile'_ a1' >>= \res ->
  return ()
{-# LINE 638 "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 644 "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 648 "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 652 "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 656 "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 660 "HGamer3D\\Bindings\\Ogre\\ClassPass.chs" #-}
;
cPQueueForDeletion :: HG3DClass -> IO ()
cPQueueForDeletion a1 =
  withHG3DClass a1 $ \a1' -> 
  cPQueueForDeletion'_ a1' >>= \res ->
  return ()
{-# LINE 663 "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 667 "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 671 "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 675 "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 679 "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 683 "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 687 "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 691 "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 695 "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 699 "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) -> ((ColourValuePtr) -> (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) -> ((ColourValuePtr) -> (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) -> ((ColourValuePtr) -> (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) -> ((ColourValuePtr) -> (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) -> ((ColourValuePtr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getDiffuse_c"
  cPGetDiffuse'_ :: ((HG3DClassPtr) -> ((ColourValuePtr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getSpecular_c"
  cPGetSpecular'_ :: ((HG3DClassPtr) -> ((ColourValuePtr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassPass.chs.h cP_getSelfIllumination_c"
  cPGetSelfIllumination'_ :: ((HG3DClassPtr) -> ((ColourValuePtr) -> (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 -> ((ColourValuePtr) -> (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) -> ((ColourValuePtr) -> (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 ())))