/* SPDX-FileCopyrightText: 2010 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once /** \file * \ingroup DNA */ #include "DNA_ID.h" #include "DNA_listBase.h" /* Notice that we need to have this file although no struct defines. * Edge flags and usage flags are used by with scene/object/gpencil modifier bits, and those values * needs to stay consistent throughout. */ /** These flags are used for 1 time calculation, not stroke selection afterwards. */ typedef enum eLineartMainFlags { MOD_LINEART_INTERSECTION_AS_CONTOUR = (1 << 0), MOD_LINEART_EVERYTHING_AS_CONTOUR = (1 << 1), MOD_LINEART_ALLOW_DUPLI_OBJECTS = (1 << 2), MOD_LINEART_ALLOW_OVERLAPPING_EDGES = (1 << 3), MOD_LINEART_ALLOW_CLIPPING_BOUNDARIES = (1 << 4), /* LRT_REMOVE_DOUBLES = (1 << 5), Deprecated */ MOD_LINEART_LOOSE_AS_CONTOUR = (1 << 6), MOD_LINEART_INVERT_SOURCE_VGROUP = (1 << 7), MOD_LINEART_MATCH_OUTPUT_VGROUP = (1 << 8), MOD_LINEART_FILTER_FACE_MARK = (1 << 9), MOD_LINEART_FILTER_FACE_MARK_INVERT = (1 << 10), MOD_LINEART_FILTER_FACE_MARK_BOUNDARIES = (1 << 11), MOD_LINEART_CHAIN_LOOSE_EDGES = (1 << 12), MOD_LINEART_CHAIN_GEOMETRY_SPACE = (1 << 13), MOD_LINEART_ALLOW_OVERLAP_EDGE_TYPES = (1 << 14), MOD_LINEART_USE_CREASE_ON_SMOOTH_SURFACES = (1 << 15), MOD_LINEART_USE_CREASE_ON_SHARP_EDGES = (1 << 16), MOD_LINEART_USE_CUSTOM_CAMERA = (1 << 17), MOD_LINEART_FILTER_FACE_MARK_KEEP_CONTOUR = (1 << 18), MOD_LINEART_USE_BACK_FACE_CULLING = (1 << 19), MOD_LINEART_USE_IMAGE_BOUNDARY_TRIMMING = (1 << 20), MOD_LINEART_CHAIN_PRESERVE_DETAILS = (1 << 22), MOD_LINEART_SHADOW_USE_SILHOUETTE = (1 << 24), } eLineartMainFlags; typedef enum eLineartEdgeFlag { MOD_LINEART_EDGE_FLAG_EDGE_MARK = (1 << 0), MOD_LINEART_EDGE_FLAG_CONTOUR = (1 << 1), MOD_LINEART_EDGE_FLAG_CREASE = (1 << 2), MOD_LINEART_EDGE_FLAG_MATERIAL = (1 << 3), MOD_LINEART_EDGE_FLAG_INTERSECTION = (1 << 4), MOD_LINEART_EDGE_FLAG_LOOSE = (1 << 5), MOD_LINEART_EDGE_FLAG_LIGHT_CONTOUR = (1 << 6), /* MOD_LINEART_EDGE_FLAG_FOR_FUTURE = (1 << 7), */ /** * It's a legacy limit of 8 bits for feature lines that come from original mesh edges. It should * not be needed in current object loading scheme, but might still be relevant if we are to * implement edit-mesh loading, so don't exceed 8 bits just yet. */ MOD_LINEART_EDGE_FLAG_PROJECTED_SHADOW = (1 << 8), /* To determine an edge to be occluded from the front or back face it's lying on. */ MOD_LINEART_EDGE_FLAG_SHADOW_FACING_LIGHT = (1 << 9), /** Also used as discarded line mark. */ MOD_LINEART_EDGE_FLAG_CHAIN_PICKED = (1 << 10), MOD_LINEART_EDGE_FLAG_CLIPPED = (1 << 11), /** Used to specify contour from viewing camera when computing shadows. */ MOD_LINEART_EDGE_FLAG_CONTOUR_SECONDARY = (1 << 12), /** Limited to 16 bits for the entire thing. */ /** For object loading code to use only. */ MOD_LINEART_EDGE_FLAG_INHIBIT = (1 << 14), /** For discarding duplicated edge types in culling stage. */ MOD_LINEART_EDGE_FLAG_NEXT_IS_DUPLICATION = (1 << 15), } eLineartEdgeFlag; #define MOD_LINEART_EDGE_FLAG_ALL_TYPE 0x01ff #define MOD_LINEART_EDGE_FLAG_INIT_TYPE 0x37 /* Without material & light contour */ #define MOD_LINEART_EDGE_FLAG_TYPE_MAX_BITS 7