* src/sdf/ftbsdf.c (ED): s/near/prox/.
This works around the Watcom C definition of `near` as restricted __near.
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@ -177,11 +177,11 @@
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*
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*
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* @Fields:
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* @Fields:
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* dist ::
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* dist ::
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* Vector length of the `near` parameter. Can be squared or absolute
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* Vector length of the `prox` parameter. Can be squared or absolute
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* depending on the `USE_SQUARED_DISTANCES` macro defined in file
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* depending on the `USE_SQUARED_DISTANCES` macro defined in file
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* `ftsdfcommon.h`.
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* `ftsdfcommon.h`.
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*
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*
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* near ::
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* prox ::
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* Vector to the nearest edge. Can also be interpreted as shortest
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* Vector to the nearest edge. Can also be interpreted as shortest
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* distance of a point.
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* distance of a point.
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*
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*
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@ -194,7 +194,7 @@
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typedef struct ED_
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typedef struct ED_
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{
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{
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FT_16D16 dist;
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FT_16D16 dist;
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FT_16D16_Vec near;
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FT_16D16_Vec prox;
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FT_Byte alpha;
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FT_Byte alpha;
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} ED;
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} ED;
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@ -595,18 +595,18 @@
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worker->rows ) )
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worker->rows ) )
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{
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{
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/* approximate the edge distance for edge pixels */
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/* approximate the edge distance for edge pixels */
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ed[index].near = compute_edge_distance( ed + index,
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ed[index].prox = compute_edge_distance( ed + index,
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i, j,
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i, j,
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worker->width,
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worker->width,
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worker->rows );
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worker->rows );
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ed[index].dist = VECTOR_LENGTH_16D16( ed[index].near );
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ed[index].dist = VECTOR_LENGTH_16D16( ed[index].prox );
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}
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}
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else
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else
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{
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{
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/* for non-edge pixels assign far away distances */
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/* for non-edge pixels assign far away distances */
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ed[index].dist = 400 * ONE;
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ed[index].dist = 400 * ONE;
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ed[index].near.x = 200 * ONE;
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ed[index].prox.x = 200 * ONE;
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ed[index].near.y = 200 * ONE;
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ed[index].prox.y = 200 * ONE;
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}
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}
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}
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}
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}
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}
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@ -871,7 +871,7 @@
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if ( dist < current->dist )
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if ( dist < current->dist )
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{
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{
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dist_vec = to_check->near;
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dist_vec = to_check->prox;
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dist_vec.x += x_offset * ONE;
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dist_vec.x += x_offset * ONE;
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dist_vec.y += y_offset * ONE;
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dist_vec.y += y_offset * ONE;
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@ -880,7 +880,7 @@
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if ( dist < current->dist )
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if ( dist < current->dist )
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{
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{
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current->dist = dist;
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current->dist = dist;
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current->near = dist_vec;
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current->prox = dist_vec;
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}
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}
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}
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}
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}
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}
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