ホーム › Graphics.Direct3D11 › D3D11_STENCIL_OP
D3D11_STENCIL_OP
列挙型メンバー 8
| 名前 | 10進 | 16進 | 説明 |
|---|---|---|---|
| D3D11_STENCIL_OP_KEEP | 1 | 0x1 | 既存のステンシル データを保持します。 |
| D3D11_STENCIL_OP_ZERO | 2 | 0x2 | ステンシル データを 0 に設定します。 |
| D3D11_STENCIL_OP_REPLACE | 3 | 0x3 | ID3D11DeviceContext::OMSetDepthStencilState の呼び出しで設定された参照値にステンシル データを設定します。 |
| D3D11_STENCIL_OP_INCR_SAT | 4 | 0x4 | ステンシル値を 1 増加させ、結果をクランプします。 |
| D3D11_STENCIL_OP_DECR_SAT | 5 | 0x5 | ステンシル値を 1 減少させ、結果をクランプします。 |
| D3D11_STENCIL_OP_INVERT | 6 | 0x6 | ステンシル データを反転します。 |
| D3D11_STENCIL_OP_INCR | 7 | 0x7 | ステンシル値を 1 増加させ、必要に応じて結果をラップします。 |
| D3D11_STENCIL_OP_DECR | 8 | 0x8 | ステンシル値を 1 減少させ、必要に応じて結果をラップします。 |
公式ドキュメント
深度ステンシル テスト中に実行できるステンシル操作です。
出典・ライセンス: 上記「公式ドキュメント」の内容は Microsoft の Win32 API ドキュメント(MicrosoftDocs/sdk-api)を日本語に翻訳・改変したものです。© Microsoft Corporation. CC BY 4.0 で提供。
Microsoft 公式リファレンス: 英語 (en-us) · 日本語 (ja-jp) · 原文ソース (GitHub)
Microsoft 公式リファレンス: 英語 (en-us) · 日本語 (ja-jp) · 原文ソース (GitHub)
各言語での定義
列挙メンバーの定義。HSP タブは #define global(値は16進)。
typedef enum D3D11_STENCIL_OP : int {
D3D11_STENCIL_OP_KEEP = 1,
D3D11_STENCIL_OP_ZERO = 2,
D3D11_STENCIL_OP_REPLACE = 3,
D3D11_STENCIL_OP_INCR_SAT = 4,
D3D11_STENCIL_OP_DECR_SAT = 5,
D3D11_STENCIL_OP_INVERT = 6,
D3D11_STENCIL_OP_INCR = 7,
D3D11_STENCIL_OP_DECR = 8
} D3D11_STENCIL_OP;public enum D3D11_STENCIL_OP : int
{
D3D11_STENCIL_OP_KEEP = 1,
D3D11_STENCIL_OP_ZERO = 2,
D3D11_STENCIL_OP_REPLACE = 3,
D3D11_STENCIL_OP_INCR_SAT = 4,
D3D11_STENCIL_OP_DECR_SAT = 5,
D3D11_STENCIL_OP_INVERT = 6,
D3D11_STENCIL_OP_INCR = 7,
D3D11_STENCIL_OP_DECR = 8,
}Public Enum D3D11_STENCIL_OP As Integer
D3D11_STENCIL_OP_KEEP = 1
D3D11_STENCIL_OP_ZERO = 2
D3D11_STENCIL_OP_REPLACE = 3
D3D11_STENCIL_OP_INCR_SAT = 4
D3D11_STENCIL_OP_DECR_SAT = 5
D3D11_STENCIL_OP_INVERT = 6
D3D11_STENCIL_OP_INCR = 7
D3D11_STENCIL_OP_DECR = 8
End Enumimport enum
class D3D11_STENCIL_OP(enum.IntEnum):
D3D11_STENCIL_OP_KEEP = 1
D3D11_STENCIL_OP_ZERO = 2
D3D11_STENCIL_OP_REPLACE = 3
D3D11_STENCIL_OP_INCR_SAT = 4
D3D11_STENCIL_OP_DECR_SAT = 5
D3D11_STENCIL_OP_INVERT = 6
D3D11_STENCIL_OP_INCR = 7
D3D11_STENCIL_OP_DECR = 8// D3D11_STENCIL_OP
pub const D3D11_STENCIL_OP_KEEP: i32 = 1;
pub const D3D11_STENCIL_OP_ZERO: i32 = 2;
pub const D3D11_STENCIL_OP_REPLACE: i32 = 3;
pub const D3D11_STENCIL_OP_INCR_SAT: i32 = 4;
pub const D3D11_STENCIL_OP_DECR_SAT: i32 = 5;
pub const D3D11_STENCIL_OP_INVERT: i32 = 6;
pub const D3D11_STENCIL_OP_INCR: i32 = 7;
pub const D3D11_STENCIL_OP_DECR: i32 = 8;// D3D11_STENCIL_OP
const (
D3D11_STENCIL_OP_KEEP int32 = 1
D3D11_STENCIL_OP_ZERO int32 = 2
D3D11_STENCIL_OP_REPLACE int32 = 3
D3D11_STENCIL_OP_INCR_SAT int32 = 4
D3D11_STENCIL_OP_DECR_SAT int32 = 5
D3D11_STENCIL_OP_INVERT int32 = 6
D3D11_STENCIL_OP_INCR int32 = 7
D3D11_STENCIL_OP_DECR int32 = 8
)const
D3D11_STENCIL_OP_KEEP = 1;
D3D11_STENCIL_OP_ZERO = 2;
D3D11_STENCIL_OP_REPLACE = 3;
D3D11_STENCIL_OP_INCR_SAT = 4;
D3D11_STENCIL_OP_DECR_SAT = 5;
D3D11_STENCIL_OP_INVERT = 6;
D3D11_STENCIL_OP_INCR = 7;
D3D11_STENCIL_OP_DECR = 8;// D3D11_STENCIL_OP
pub const D3D11_STENCIL_OP_KEEP: i32 = 1;
pub const D3D11_STENCIL_OP_ZERO: i32 = 2;
pub const D3D11_STENCIL_OP_REPLACE: i32 = 3;
pub const D3D11_STENCIL_OP_INCR_SAT: i32 = 4;
pub const D3D11_STENCIL_OP_DECR_SAT: i32 = 5;
pub const D3D11_STENCIL_OP_INVERT: i32 = 6;
pub const D3D11_STENCIL_OP_INCR: i32 = 7;
pub const D3D11_STENCIL_OP_DECR: i32 = 8;const
D3D11_STENCIL_OP_KEEP* = 1
D3D11_STENCIL_OP_ZERO* = 2
D3D11_STENCIL_OP_REPLACE* = 3
D3D11_STENCIL_OP_INCR_SAT* = 4
D3D11_STENCIL_OP_DECR_SAT* = 5
D3D11_STENCIL_OP_INVERT* = 6
D3D11_STENCIL_OP_INCR* = 7
D3D11_STENCIL_OP_DECR* = 8enum D3D11_STENCIL_OP : int {
D3D11_STENCIL_OP_KEEP = 1,
D3D11_STENCIL_OP_ZERO = 2,
D3D11_STENCIL_OP_REPLACE = 3,
D3D11_STENCIL_OP_INCR_SAT = 4,
D3D11_STENCIL_OP_DECR_SAT = 5,
D3D11_STENCIL_OP_INVERT = 6,
D3D11_STENCIL_OP_INCR = 7,
D3D11_STENCIL_OP_DECR = 8,
}#define global D3D11_STENCIL_OP_KEEP 0x1
#define global D3D11_STENCIL_OP_ZERO 0x2
#define global D3D11_STENCIL_OP_REPLACE 0x3
#define global D3D11_STENCIL_OP_INCR_SAT 0x4
#define global D3D11_STENCIL_OP_DECR_SAT 0x5
#define global D3D11_STENCIL_OP_INVERT 0x6
#define global D3D11_STENCIL_OP_INCR 0x7
#define global D3D11_STENCIL_OP_DECR 0x8