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ホームGraphics.Direct3D12 › D3D12_RAY_FLAGS

D3D12_RAY_FLAGS

列挙型フラグ
基底型i4

メンバー 12

名前10進16進
D3D12_RAY_FLAG_NONE00x0
D3D12_RAY_FLAG_FORCE_OPAQUE10x1
D3D12_RAY_FLAG_FORCE_NON_OPAQUE20x2
D3D12_RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH40x4
D3D12_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER80x8
D3D12_RAY_FLAG_CULL_BACK_FACING_TRIANGLES160x10
D3D12_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES320x20
D3D12_RAY_FLAG_CULL_OPAQUE640x40
D3D12_RAY_FLAG_CULL_NON_OPAQUE1280x80
D3D12_RAY_FLAG_SKIP_TRIANGLES2560x100
D3D12_RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES5120x200
D3D12_RAY_FLAG_FORCE_OMM_2_STATE10240x400

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 Enum
import 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* = 1024
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,
}
#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)。