godot/thirdparty/msdfgen/core/rasterization.h

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