ホーム › Graphics.Direct3D12 › D3D12_RAY_FLAGS
D3D12_RAY_FLAGS
列挙型フラグメンバー 12
| 名前 | 10進 | 16進 |
|---|---|---|
| D3D12_RAY_FLAG_NONE | 0 | 0x0 |
| D3D12_RAY_FLAG_FORCE_OPAQUE | 1 | 0x1 |
| D3D12_RAY_FLAG_FORCE_NON_OPAQUE | 2 | 0x2 |
| D3D12_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH | 4 | 0x4 |
| D3D12_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER | 8 | 0x8 |
| D3D12_RAY_FLAG_CULL_BACK_FACING_TRIANGLES | 16 | 0x10 |
| D3D12_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES | 32 | 0x20 |
| D3D12_RAY_FLAG_CULL_OPAQUE | 64 | 0x40 |
| D3D12_RAY_FLAG_CULL_NON_OPAQUE | 128 | 0x80 |
| D3D12_RAY_FLAG_SKIP_TRIANGLES | 256 | 0x100 |
| D3D12_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES | 512 | 0x200 |
| D3D12_RAY_FLAG_FORCE_OMM_2_STATE | 1024 | 0x400 |
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 D3D12_RAY_FLAGS : int {
D3D12_RAY_FLAG_NONE = 0,
D3D12_RAY_FLAG_FORCE_OPAQUE = 1,
D3D12_RAY_FLAG_FORCE_NON_OPAQUE = 2,
D3D12_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH = 4,
D3D12_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER = 8,
D3D12_RAY_FLAG_CULL_BACK_FACING_TRIANGLES = 16,
D3D12_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES = 32,
D3D12_RAY_FLAG_CULL_OPAQUE = 64,
D3D12_RAY_FLAG_CULL_NON_OPAQUE = 128,
D3D12_RAY_FLAG_SKIP_TRIANGLES = 256,
D3D12_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES = 512,
D3D12_RAY_FLAG_FORCE_OMM_2_STATE = 1024
} D3D12_RAY_FLAGS;[Flags]
public enum D3D12_RAY_FLAGS : int
{
D3D12_RAY_FLAG_NONE = 0,
D3D12_RAY_FLAG_FORCE_OPAQUE = 1,
D3D12_RAY_FLAG_FORCE_NON_OPAQUE = 2,
D3D12_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH = 4,
D3D12_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER = 8,
D3D12_RAY_FLAG_CULL_BACK_FACING_TRIANGLES = 16,
D3D12_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES = 32,
D3D12_RAY_FLAG_CULL_OPAQUE = 64,
D3D12_RAY_FLAG_CULL_NON_OPAQUE = 128,
D3D12_RAY_FLAG_SKIP_TRIANGLES = 256,
D3D12_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES = 512,
D3D12_RAY_FLAG_FORCE_OMM_2_STATE = 1024,
}<Flags>
Public Enum D3D12_RAY_FLAGS As Integer
D3D12_RAY_FLAG_NONE = 0
D3D12_RAY_FLAG_FORCE_OPAQUE = 1
D3D12_RAY_FLAG_FORCE_NON_OPAQUE = 2
D3D12_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH = 4
D3D12_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER = 8
D3D12_RAY_FLAG_CULL_BACK_FACING_TRIANGLES = 16
D3D12_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES = 32
D3D12_RAY_FLAG_CULL_OPAQUE = 64
D3D12_RAY_FLAG_CULL_NON_OPAQUE = 128
D3D12_RAY_FLAG_SKIP_TRIANGLES = 256
D3D12_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES = 512
D3D12_RAY_FLAG_FORCE_OMM_2_STATE = 1024
End Enumimport enum
class D3D12_RAY_FLAGS(enum.IntFlag):
D3D12_RAY_FLAG_NONE = 0
D3D12_RAY_FLAG_FORCE_OPAQUE = 1
D3D12_RAY_FLAG_FORCE_NON_OPAQUE = 2
D3D12_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH = 4
D3D12_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER = 8
D3D12_RAY_FLAG_CULL_BACK_FACING_TRIANGLES = 16
D3D12_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES = 32
D3D12_RAY_FLAG_CULL_OPAQUE = 64
D3D12_RAY_FLAG_CULL_NON_OPAQUE = 128
D3D12_RAY_FLAG_SKIP_TRIANGLES = 256
D3D12_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES = 512
D3D12_RAY_FLAG_FORCE_OMM_2_STATE = 1024// D3D12_RAY_FLAGS (flags)
pub const D3D12_RAY_FLAG_NONE: i32 = 0;
pub const D3D12_RAY_FLAG_FORCE_OPAQUE: i32 = 1;
pub const D3D12_RAY_FLAG_FORCE_NON_OPAQUE: i32 = 2;
pub const D3D12_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH: i32 = 4;
pub const D3D12_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER: i32 = 8;
pub const D3D12_RAY_FLAG_CULL_BACK_FACING_TRIANGLES: i32 = 16;
pub const D3D12_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES: i32 = 32;
pub const D3D12_RAY_FLAG_CULL_OPAQUE: i32 = 64;
pub const D3D12_RAY_FLAG_CULL_NON_OPAQUE: i32 = 128;
pub const D3D12_RAY_FLAG_SKIP_TRIANGLES: i32 = 256;
pub const D3D12_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES: i32 = 512;
pub const D3D12_RAY_FLAG_FORCE_OMM_2_STATE: i32 = 1024;// D3D12_RAY_FLAGS
const (
D3D12_RAY_FLAG_NONE int32 = 0
D3D12_RAY_FLAG_FORCE_OPAQUE int32 = 1
D3D12_RAY_FLAG_FORCE_NON_OPAQUE int32 = 2
D3D12_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH int32 = 4
D3D12_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER int32 = 8
D3D12_RAY_FLAG_CULL_BACK_FACING_TRIANGLES int32 = 16
D3D12_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES int32 = 32
D3D12_RAY_FLAG_CULL_OPAQUE int32 = 64
D3D12_RAY_FLAG_CULL_NON_OPAQUE int32 = 128
D3D12_RAY_FLAG_SKIP_TRIANGLES int32 = 256
D3D12_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES int32 = 512
D3D12_RAY_FLAG_FORCE_OMM_2_STATE int32 = 1024
)const
D3D12_RAY_FLAG_NONE = 0;
D3D12_RAY_FLAG_FORCE_OPAQUE = 1;
D3D12_RAY_FLAG_FORCE_NON_OPAQUE = 2;
D3D12_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH = 4;
D3D12_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER = 8;
D3D12_RAY_FLAG_CULL_BACK_FACING_TRIANGLES = 16;
D3D12_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES = 32;
D3D12_RAY_FLAG_CULL_OPAQUE = 64;
D3D12_RAY_FLAG_CULL_NON_OPAQUE = 128;
D3D12_RAY_FLAG_SKIP_TRIANGLES = 256;
D3D12_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES = 512;
D3D12_RAY_FLAG_FORCE_OMM_2_STATE = 1024;// D3D12_RAY_FLAGS
pub const D3D12_RAY_FLAG_NONE: i32 = 0;
pub const D3D12_RAY_FLAG_FORCE_OPAQUE: i32 = 1;
pub const D3D12_RAY_FLAG_FORCE_NON_OPAQUE: i32 = 2;
pub const D3D12_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH: i32 = 4;
pub const D3D12_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER: i32 = 8;
pub const D3D12_RAY_FLAG_CULL_BACK_FACING_TRIANGLES: i32 = 16;
pub const D3D12_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES: i32 = 32;
pub const D3D12_RAY_FLAG_CULL_OPAQUE: i32 = 64;
pub const D3D12_RAY_FLAG_CULL_NON_OPAQUE: i32 = 128;
pub const D3D12_RAY_FLAG_SKIP_TRIANGLES: i32 = 256;
pub const D3D12_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES: i32 = 512;
pub const D3D12_RAY_FLAG_FORCE_OMM_2_STATE: i32 = 1024;const
D3D12_RAY_FLAG_NONE* = 0
D3D12_RAY_FLAG_FORCE_OPAQUE* = 1
D3D12_RAY_FLAG_FORCE_NON_OPAQUE* = 2
D3D12_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH* = 4
D3D12_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER* = 8
D3D12_RAY_FLAG_CULL_BACK_FACING_TRIANGLES* = 16
D3D12_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES* = 32
D3D12_RAY_FLAG_CULL_OPAQUE* = 64
D3D12_RAY_FLAG_CULL_NON_OPAQUE* = 128
D3D12_RAY_FLAG_SKIP_TRIANGLES* = 256
D3D12_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES* = 512
D3D12_RAY_FLAG_FORCE_OMM_2_STATE* = 1024enum D3D12_RAY_FLAGS : int {
D3D12_RAY_FLAG_NONE = 0,
D3D12_RAY_FLAG_FORCE_OPAQUE = 1,
D3D12_RAY_FLAG_FORCE_NON_OPAQUE = 2,
D3D12_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH = 4,
D3D12_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER = 8,
D3D12_RAY_FLAG_CULL_BACK_FACING_TRIANGLES = 16,
D3D12_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES = 32,
D3D12_RAY_FLAG_CULL_OPAQUE = 64,
D3D12_RAY_FLAG_CULL_NON_OPAQUE = 128,
D3D12_RAY_FLAG_SKIP_TRIANGLES = 256,
D3D12_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES = 512,
D3D12_RAY_FLAG_FORCE_OMM_2_STATE = 1024,
}#define global D3D12_RAY_FLAG_NONE 0x0
#define global D3D12_RAY_FLAG_FORCE_OPAQUE 0x1
#define global D3D12_RAY_FLAG_FORCE_NON_OPAQUE 0x2
#define global D3D12_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH 0x4
#define global D3D12_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER 0x8
#define global D3D12_RAY_FLAG_CULL_BACK_FACING_TRIANGLES 0x10
#define global D3D12_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES 0x20
#define global D3D12_RAY_FLAG_CULL_OPAQUE 0x40
#define global D3D12_RAY_FLAG_CULL_NON_OPAQUE 0x80
#define global D3D12_RAY_FLAG_SKIP_TRIANGLES 0x100
#define global D3D12_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES 0x200
#define global D3D12_RAY_FLAG_FORCE_OMM_2_STATE 0x400
; ※フラグ列挙型。ビットORで組み合わせ可(例: FOO|BAR)。