godot/thirdparty/msdfgen/core/rasterization.cpp


#include "rasterization.h"

#include <vector>
#include "arithmetics.hpp"

namespace msdfgen {

void rasterize(const BitmapRef<float, 1> &output, const Shape &shape, const Projection &projection, FillRule fillRule) {}

void distanceSignCorrection(const BitmapRef<float, 1> &sdf, const Shape &shape, const Projection &projection, FillRule fillRule) {}

template <int N>
static void multiDistanceSignCorrection(const BitmapRef<float, N> &sdf, const Shape &shape, const Projection &projection, FillRule fillRule) {}

void distanceSignCorrection(const BitmapRef<float, 3> &sdf, const Shape &shape, const Projection &projection, FillRule fillRule) {}

void distanceSignCorrection(const BitmapRef<float, 4> &sdf, const Shape &shape, const Projection &projection, FillRule fillRule) {}

// Legacy API

void rasterize(const BitmapRef<float, 1> &output, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule) {}

void distanceSignCorrection(const BitmapRef<float, 1> &sdf, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule) {}

void distanceSignCorrection(const BitmapRef<float, 3> &sdf, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule) {}

void distanceSignCorrection(const BitmapRef<float, 4> &sdf, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule) {}

}