HGamer3D-Ogre-Binding-0.1.3: include/EnumLayerBlendOperationEx.h
// This source file is part of HGamer3D
// (A project to enable 3D game development in Haskell)
// For the latest info, see http://www.althainz.de/HGamer3D.html
//
// Copyright 2011 Dr. Peter Althainz
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
// EnumLayerBlendOperationEx.h
//
//
//
//
// File for type, method, enum or function stubs
// in: "..\OgreSDK_vc10_v1-7-4\include\OGRE\OgreBlendMode.h"
//
// each stub combines the following files:
// a C++ implementation file, transforming cpp calls into C-functions
// a C-header file, making this C-functions available for the C2HS parser
// a chs file, give instructions to the C2HS parser.
//
//
#include "wchar.h"
// enum from ..\OgreSDK_vc10_v1-7-4\include\OGRE\OgreBlendMode.h line:75
enum EnumLayerBlendOperationEx {
/// use source1 without modification
LBX_SOURCE1,
/// use source2 without modification
LBX_SOURCE2,
/// multiply source1 and source2 together
LBX_MODULATE,
/// as LBX_MODULATE but brighten afterwards (x2)
LBX_MODULATE_X2,
/// as LBX_MODULATE but brighten more afterwards (x4)
LBX_MODULATE_X4,
/// add source1 and source2 together
LBX_ADD,
/// as LBX_ADD, but subtract 0.5 from the result
LBX_ADD_SIGNED,
/// as LBX_ADD, but subtract product from the sum
LBX_ADD_SMOOTH,
/// subtract source2 from source1
LBX_SUBTRACT,
/// use interpolated alpha value from vertices to scale source1, then add source2 scaled by (1-alpha)
LBX_BLEND_DIFFUSE_ALPHA,
/// as LBX_BLEND_DIFFUSE_ALPHA, but use alpha from texture
LBX_BLEND_TEXTURE_ALPHA,
/// as LBX_BLEND_DIFFUSE_ALPHA, but use current alpha from previous stages
LBX_BLEND_CURRENT_ALPHA,
/// as LBX_BLEND_DIFFUSE_ALPHA but use a constant manual blend value (0.0-1.0)
LBX_BLEND_MANUAL,
/// dot product of color1 and color2
LBX_DOTPRODUCT,
/// use interpolated color values from vertices to scale source1, then add source2 scaled by (1-color)
LBX_BLEND_DIFFUSE_COLOUR
};