- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
28 lines
2 KiB
C++
28 lines
2 KiB
C++
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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(BitmapSection<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(BitmapSection<float, 1> sdf, const Shape &shape, const Projection &projection, float sdfZeroValue = .5f, FillRule fillRule = FILL_NONZERO);
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void distanceSignCorrection(BitmapSection<float, 3> sdf, const Shape &shape, const Projection &projection, float sdfZeroValue = .5f, FillRule fillRule = FILL_NONZERO);
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void distanceSignCorrection(BitmapSection<float, 4> sdf, const Shape &shape, const Projection &projection, float sdfZeroValue = .5f, FillRule fillRule = FILL_NONZERO);
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// Old versions of the function API's kept for backwards compatibility
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void rasterize(const BitmapSection<float, 1> &output, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule = FILL_NONZERO);
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void distanceSignCorrection(BitmapSection<float, 1> sdf, const Shape &shape, const Projection &projection, FillRule fillRule);
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void distanceSignCorrection(BitmapSection<float, 3> sdf, const Shape &shape, const Projection &projection, FillRule fillRule);
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void distanceSignCorrection(BitmapSection<float, 4> sdf, const Shape &shape, const Projection &projection, FillRule fillRule);
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void distanceSignCorrection(const BitmapSection<float, 1> &sdf, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule = FILL_NONZERO);
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void distanceSignCorrection(const BitmapSection<float, 3> &sdf, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule = FILL_NONZERO);
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void distanceSignCorrection(const BitmapSection<float, 4> &sdf, const Shape &shape, const Vector2 &scale, const Vector2 &translate, FillRule fillRule = FILL_NONZERO);
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}
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