RS

Struct RS 

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pub struct RS(/* private fields */);
Expand description

[docs.microsoft.com] D3DRENDERSTATETYPE

Render states define set-up states for all kinds of vertex and pixel processing. Some render states set up vertex processing, and some set up pixel processing (see Render States (Direct3D 9)). Render states can be saved and restored using stateblocks (see State Blocks Save and Restore State (Direct3D 9)).

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impl RS

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pub const fn from_unchecked(d3d: D3DRENDERSTATETYPE) -> Self

Convert from an underlying winapi D3D... type. This is probably safe… probably…

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pub const fn into(self) -> D3DRENDERSTATETYPE

Convert back into an underlying winapi D3D... type.

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impl RenderStateType

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pub const ZEnable: RenderStateType

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pub const FillMode: RenderStateType

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pub const ShadeMode: RenderStateType

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pub const ZWriteEnable: RenderStateType

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pub const AlphaTestEnable: RenderStateType

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pub const LastPixel: RenderStateType

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pub const SrcBlend: RenderStateType

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pub const DestBlend: RenderStateType

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pub const CullMode: RenderStateType

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pub const ZFunc: RenderStateType

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pub const AlphaRef: RenderStateType

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pub const AlphaFunc: RenderStateType

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pub const DitherEnable: RenderStateType

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pub const AlphaBlendEnable: RenderStateType

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pub const FogEnable: RenderStateType

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pub const SpecularEnable: RenderStateType

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pub const FogColor: RenderStateType

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pub const FogTableMode: RenderStateType

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pub const FogStart: RenderStateType

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pub const FogEnd: RenderStateType

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pub const FogDensity: RenderStateType

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pub const RangeFogEnable: RenderStateType

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pub const StencilEnable: RenderStateType

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pub const StencilFail: RenderStateType

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pub const StencilZFail: RenderStateType

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pub const StencilPass: RenderStateType

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pub const StencilFunc: RenderStateType

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pub const StencilRef: RenderStateType

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pub const StencilMask: RenderStateType

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pub const StencilWriteMask: RenderStateType

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pub const TextureFactor: RenderStateType

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pub const Wrap0: RenderStateType

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pub const Wrap1: RenderStateType

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pub const Wrap2: RenderStateType

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pub const Wrap3: RenderStateType

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pub const Wrap4: RenderStateType

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pub const Wrap5: RenderStateType

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pub const Wrap6: RenderStateType

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pub const Wrap7: RenderStateType

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pub const Clipping: RenderStateType

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pub const Lighting: RenderStateType

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pub const Ambient: RenderStateType

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pub const FogVertexMode: RenderStateType

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pub const ColorVertex: RenderStateType

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pub const LocalViewer: RenderStateType

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pub const NormalizeNormals: RenderStateType

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pub const DiffuseMaterialSource: RenderStateType

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pub const SpecularMaterialSource: RenderStateType

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pub const AmbientMaterialSource: RenderStateType

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pub const EmissiveMaterialSource: RenderStateType

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pub const VertexBlend: RenderStateType

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pub const ClipPlaneEnable: RenderStateType

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pub const PointSize: RenderStateType

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pub const PointSizeMin: RenderStateType

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pub const PointSpriteEnable: RenderStateType

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pub const PointScaleEnable: RenderStateType

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pub const PointScaleA: RenderStateType

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pub const PointScaleB: RenderStateType

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pub const PointScaleC: RenderStateType

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pub const MultiSampleAntiAlias: RenderStateType

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pub const MultiSampleMask: RenderStateType

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pub const PatchEdgeStyle: RenderStateType

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pub const DebugMonitorToken: RenderStateType

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pub const PointSizeMax: RenderStateType

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pub const IndexedVertexBlendEnable: RenderStateType

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pub const ColorWriteEnable: RenderStateType

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pub const TweenFactor: RenderStateType

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pub const BlendOp: RenderStateType

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pub const PositionDegree: RenderStateType

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pub const NormalDegree: RenderStateType

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pub const ScissorTestEnable: RenderStateType

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pub const SlopeScaleDepthBias: RenderStateType

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pub const AntiAliasedLineEnable: RenderStateType

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pub const MinTessellationLevel: RenderStateType

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pub const MaxTessellationLevel: RenderStateType

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pub const AdaptiveTessX: RenderStateType

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pub const AdaptiveTessY: RenderStateType

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pub const AdaptiveTessZ: RenderStateType

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pub const AdaptiveTessW: RenderStateType

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pub const EnableAdaptiveTessellation: RenderStateType

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pub const TwoSidedStencilMode: RenderStateType

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pub const CcwStencilFail: RenderStateType

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pub const CcwStencilZFail: RenderStateType

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pub const CcwStencilPass: RenderStateType

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pub const CcwStencilFunc: RenderStateType

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pub const ColorWriteEnable1: RenderStateType

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pub const ColorWriteEnable2: RenderStateType

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pub const ColorWriteEnable3: RenderStateType

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pub const BlendFactor: RenderStateType

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pub const SRGBWriteEnable: RenderStateType

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pub const DepthBias: RenderStateType

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pub const Wrap8: RenderStateType

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pub const Wrap9: RenderStateType

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pub const Wrap10: RenderStateType

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pub const Wrap11: RenderStateType

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pub const Wrap12: RenderStateType

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pub const Wrap13: RenderStateType

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pub const Wrap14: RenderStateType

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pub const Wrap15: RenderStateType

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pub const SeparateAlphaBlendEnable: RenderStateType

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pub const SrcBlendAlpha: RenderStateType

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pub const DestBlendAlpha: RenderStateType

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pub const BlendOpAlpha: RenderStateType

Trait Implementations§

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impl Clone for RenderStateType

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fn clone(&self) -> RenderStateType

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for RS

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl From<RenderStateType> for D3DRENDERSTATETYPE

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fn from(value: RS) -> Self

Converts to this type from the input type.
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impl Hash for RenderStateType

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl Ord for RenderStateType

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fn cmp(&self, other: &RenderStateType) -> Ordering

This method returns an Ordering between self and other. Read more
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fn max(self, other: Self) -> Self
where Self: Sized,

Compares and returns the maximum of two values. Read more
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fn min(self, other: Self) -> Self
where Self: Sized,

Compares and returns the minimum of two values. Read more
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fn clamp(self, min: Self, max: Self) -> Self
where Self: Sized,

Restrict a value to a certain interval. Read more
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impl PartialEq for RenderStateType

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fn eq(&self, other: &RenderStateType) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl PartialOrd for RenderStateType

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fn partial_cmp(&self, other: &RenderStateType) -> Option<Ordering>

This method returns an ordering between self and other values if one exists. Read more
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fn lt(&self, other: &Rhs) -> bool

Tests less than (for self and other) and is used by the < operator. Read more
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fn le(&self, other: &Rhs) -> bool

Tests less than or equal to (for self and other) and is used by the <= operator. Read more
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fn gt(&self, other: &Rhs) -> bool

Tests greater than (for self and other) and is used by the > operator. Read more
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fn ge(&self, other: &Rhs) -> bool

Tests greater than or equal to (for self and other) and is used by the >= operator. Read more
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impl Copy for RenderStateType

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impl Eq for RenderStateType

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impl StructuralPartialEq for RenderStateType

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.