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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/msdfgen/core/rasterization.h
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#pragma once
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#include "Vector2.hpp"
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#include "Shape.h"
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#include "Projection.h"
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#include "Scanline.h"
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#include "BitmapRef.hpp"
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namespace msdfgen {
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/// Rasterizes the shape into a monochrome bitmap.
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void rasterize(const BitmapRef<float, 1> &output, const Shape &shape, const Projection &projection, FillRule fillRule = FILL_NONZERO);
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/// Fixes the sign of the input signed distance field, so that it matches the shape's rasterized fill.
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void distanceSignCorrection(const BitmapRef<float, 1> &sdf, const Shape &shape, const Projection &projection, FillRule fillRule = FILL_NONZERO);
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void distanceSignCorrection(const BitmapRef<float, 3> &sdf, const Shape &shape, const Projection &projection, FillRule fillRule = FILL_NONZERO);
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void distanceSignCorrection(const BitmapRef<float, 4> &sdf, const Shape &shape, const Projection &projection, FillRule fillRule = FILL_NONZERO);
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// Old version of the function API's kept for backwards compatibility
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void rasterize(const BitmapRef<float, 1> &output, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule = FILL_NONZERO);
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void distanceSignCorrection(const BitmapRef<float, 1> &sdf, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule = FILL_NONZERO);
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void distanceSignCorrection(const BitmapRef<float, 3> &sdf, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule = FILL_NONZERO);
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void distanceSignCorrection(const BitmapRef<float, 4> &sdf, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule = FILL_NONZERO);
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}
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