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HGamer3D-Ogre-Binding-0.1.3: include/EnumPixelFormat.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.
// 
// EnumPixelFormat.h
// 
// 
// 
// 
// File for type, method, enum or function stubs  
// in: "..\OgreSDK_vc10_v1-7-4\include\OGRE\OgrePixelFormat.h"
// 
// each stub combines the following files: 
//     a C++ implementation file, transforming cpp calls into C-functions
//     a C-header file, making this C-functions available for the C2HS parser
//     a chs file, give instructions to the C2HS parser.
// 
// 

#include "wchar.h"



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