コード例 #1
0
            /// <inheritdoc />
            internal override void Apply(float[] scanlineBuffer, int scanlineWidth, int offset, int x, int y)
            {
                Guard.MustBeGreaterThanOrEqualTo(scanlineBuffer.Length, offset + scanlineWidth, nameof(scanlineWidth));

                using (Buffer <float> buffer = new Buffer <float>(scanlineBuffer))
                {
                    BufferSpan <float> slice = buffer.Slice(offset);

                    for (int xPos = 0; xPos < scanlineWidth; xPos++)
                    {
                        int targetX = xPos + x;
                        int targetY = y;

                        float opacity = slice[xPos];
                        if (opacity > Constants.Epsilon)
                        {
                            Vector4 backgroundVector = this.Target[targetX, targetY].ToVector4();
                            Vector4 sourceVector     = this.colorVector;

                            Vector4 finalColor = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, opacity);

                            TColor packed = default(TColor);
                            packed.PackFromVector4(finalColor);
                            this.Target[targetX, targetY] = packed;
                        }
                    }
                }
            }
コード例 #2
0
        /// <inheritdoc/>
        protected override void OnApply(ImageBase <TColor, TPacked> source, Rectangle sourceRectangle)
        {
            int startY = sourceRectangle.Y;
            int endY   = sourceRectangle.Bottom;
            int startX = sourceRectangle.X;
            int endX   = sourceRectangle.Right;

            // Align start/end positions.
            int minX = Math.Max(0, startX);
            int maxX = Math.Min(source.Width, endX);
            int minY = Math.Max(0, startY);
            int maxY = Math.Min(source.Height, endY);

            // Reset offset if necessary.
            if (minX > 0)
            {
                startX = 0;
            }

            if (minY > 0)
            {
                startY = 0;
            }

            Vector4 backgroundColor = this.Value.ToVector4();

            using (PixelAccessor <TColor, TPacked> sourcePixels = source.Lock())
            {
                Parallel.For(
                    minY,
                    maxY,
                    this.ParallelOptions,
                    y =>
                {
                    int offsetY = y - startY;
                    for (int x = minX; x < maxX; x++)
                    {
                        int offsetX   = x - startX;
                        Vector4 color = sourcePixels[offsetX, offsetY].ToVector4();
                        float a       = color.W;

                        if (a < 1 && a > 0)
                        {
                            color = Vector4BlendTransforms.PremultipliedLerp(backgroundColor, color, .5F);
                        }

                        if (Math.Abs(a) < Epsilon)
                        {
                            color = backgroundColor;
                        }

                        TColor packed = default(TColor);
                        packed.PackFromVector4(color);
                        sourcePixels[offsetX, offsetY] = packed;
                    }
                });
            }
        }
コード例 #3
0
        /// <inheritdoc/>
        protected override void OnApply(ImageBase <TColor, TPacked> source, Rectangle sourceRectangle)
        {
            int startX = sourceRectangle.X;
            int endX   = sourceRectangle.Right;
            int startY = sourceRectangle.Y;
            int endY   = sourceRectangle.Bottom;

            // Align start/end positions.
            int minX = Math.Max(0, startX);
            int maxX = Math.Min(source.Width, endX);
            int minY = Math.Max(0, startY);
            int maxY = Math.Min(source.Height, endY);

            // Reset offset if necessary.
            if (minX > 0)
            {
                startX = 0;
            }

            if (minY > 0)
            {
                startY = 0;
            }

            // we could possibly do some optermising by having knowledge about the individual brushes operate
            // for example If brush is SolidBrush<TColor, TPacked> then we could just get the color upfront
            // and skip using the IBrushApplicator<TColor, TPacked>?.
            using (PixelAccessor <TColor, TPacked> sourcePixels = source.Lock())
                using (IBrushApplicator <TColor, TPacked> applicator = this.brush.CreateApplicator(sourceRectangle))
                {
                    Parallel.For(
                        minY,
                        maxY,
                        this.ParallelOptions,
                        y =>
                    {
                        int offsetY = y - startY;

                        Vector2 currentPoint = default(Vector2);
                        for (int x = minX; x < maxX; x++)
                        {
                            int offsetX      = x - startX;
                            int offsetColorX = x - minX;
                            currentPoint.X   = offsetX;
                            currentPoint.Y   = offsetY;

                            Vector4 backgroundVector = sourcePixels[offsetX, offsetY].ToVector4();
                            Vector4 sourceVector     = applicator.GetColor(currentPoint).ToVector4();

                            var finalColor = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, 1);

                            TColor packed = default(TColor);
                            packed.PackFromVector4(finalColor);
                            sourcePixels[offsetX, offsetY] = packed;
                        }
                    });
                }
        }
コード例 #4
0
        /// <inheritdoc/>
        protected override void OnApply(ImageBase <TColor> source, Rectangle sourceRectangle)
        {
            int     startY        = sourceRectangle.Y;
            int     endY          = sourceRectangle.Bottom;
            int     startX        = sourceRectangle.X;
            int     endX          = sourceRectangle.Right;
            TColor  vignetteColor = this.VignetteColor;
            Vector2 centre        = Rectangle.Center(sourceRectangle).ToVector2();
            float   rX            = this.RadiusX > 0 ? Math.Min(this.RadiusX, sourceRectangle.Width * .5F) : sourceRectangle.Width * .5F;
            float   rY            = this.RadiusY > 0 ? Math.Min(this.RadiusY, sourceRectangle.Height * .5F) : sourceRectangle.Height * .5F;
            float   maxDistance   = (float)Math.Sqrt((rX * rX) + (rY * rY));

            // Align start/end positions.
            int minX = Math.Max(0, startX);
            int maxX = Math.Min(source.Width, endX);
            int minY = Math.Max(0, startY);
            int maxY = Math.Min(source.Height, endY);

            // Reset offset if necessary.
            if (minX > 0)
            {
                startX = 0;
            }

            if (minY > 0)
            {
                startY = 0;
            }

            using (PixelAccessor <TColor> sourcePixels = source.Lock())
            {
                Parallel.For(
                    minY,
                    maxY,
                    this.ParallelOptions,
                    y =>
                {
                    int offsetY = y - startY;
                    for (int x = minX; x < maxX; x++)
                    {
                        int offsetX         = x - startX;
                        float distance      = Vector2.Distance(centre, new Vector2(offsetX, offsetY));
                        Vector4 sourceColor = sourcePixels[offsetX, offsetY].ToVector4();
                        TColor packed       = default(TColor);
                        packed.PackFromVector4(Vector4BlendTransforms.PremultipliedLerp(sourceColor, vignetteColor.ToVector4(), .9F * (distance / maxDistance)));
                        sourcePixels[offsetX, offsetY] = packed;
                    }
                });
            }
        }
コード例 #5
0
            /// <summary>
            /// Gets the color for a single pixel.
            /// </summary>
            /// <param name="point">The point.</param>
            /// <returns>
            /// The color
            /// </returns>
            public override TColor GetColor(Vector2 point)
            {
                // Offset the requested pixel by the value in the rectangle (the shapes position)
                TColor  result     = this.source[(int)point.X, (int)point.Y];
                Vector4 background = result.ToVector4();
                float   distance   = Vector4.DistanceSquared(background, this.sourceColor);

                if (distance <= this.threshold)
                {
                    var     lerpAmount = (this.threshold - distance) / this.threshold;
                    Vector4 blended    = Vector4BlendTransforms.PremultipliedLerp(background, this.targetColor, lerpAmount);
                    result.PackFromVector4(blended);
                }

                return(result);
            }
コード例 #6
0
ファイル: GlowProcessor.cs プロジェクト: DeanNorth/ImageSharp
        /// <inheritdoc/>
        protected override void Apply(ImageBase <TColor, TPacked> source, Rectangle sourceRectangle, int startY, int endY)
        {
            int     startX      = sourceRectangle.X;
            int     endX        = sourceRectangle.Right;
            TColor  glowColor   = this.GlowColor;
            Vector2 centre      = Rectangle.Center(sourceRectangle).ToVector2();
            float   maxDistance = this.Radius > 0 ? Math.Min(this.Radius, sourceRectangle.Width * .5F) : sourceRectangle.Width * .5F;
            Ellipse ellipse     = new Ellipse(new Point(centre), maxDistance, maxDistance);

            // Align start/end positions.
            int minX = Math.Max(0, startX);
            int maxX = Math.Min(source.Width, endX);
            int minY = Math.Max(0, startY);
            int maxY = Math.Min(source.Height, endY);

            // Reset offset if necessary.
            if (minX > 0)
            {
                startX = 0;
            }

            if (minY > 0)
            {
                startY = 0;
            }

            using (PixelAccessor <TColor, TPacked> sourcePixels = source.Lock())
            {
                Parallel.For(
                    minY,
                    maxY,
                    this.ParallelOptions,
                    y =>
                {
                    int offsetY = y - startY;
                    for (int x = minX; x < maxX; x++)
                    {
                        int offsetX         = x - startX;
                        float distance      = Vector2.Distance(centre, new Vector2(offsetX, offsetY));
                        Vector4 sourceColor = sourcePixels[offsetX, offsetY].ToVector4();
                        TColor packed       = default(TColor);
                        packed.PackFromVector4(Vector4BlendTransforms.PremultipliedLerp(sourceColor, glowColor.ToVector4(), 1 - (.95F * (distance / maxDistance))));
                        sourcePixels[offsetX, offsetY] = packed;
                    }
                });
            }
        }
コード例 #7
0
        /// <inheritdoc/>
        protected override void OnApply(ImageBase <TColor> source, Rectangle sourceRectangle)
        {
            if (this.Image.Bounds.Size != this.Size)
            {
                // should Resize be moved to core?
                this.Image = this.Image.Resize(this.Size.Width, this.Size.Height);
            }

            // Align start/end positions.
            Rectangle bounds = this.Image.Bounds;
            int       minX   = Math.Max(this.Location.X, sourceRectangle.X);
            int       maxX   = Math.Min(this.Location.X + bounds.Width, sourceRectangle.Width);
            int       minY   = Math.Max(this.Location.Y, sourceRectangle.Y);
            int       maxY   = Math.Min(this.Location.Y + bounds.Height, sourceRectangle.Bottom);

            float alpha = this.Alpha / 100F;

            using (PixelAccessor <TColor> toBlendPixels = this.Image.Lock())
                using (PixelAccessor <TColor> sourcePixels = source.Lock())
                {
                    Parallel.For(
                        minY,
                        maxY,
                        this.ParallelOptions,
                        y =>
                    {
                        for (int x = minX; x < maxX; x++)
                        {
                            Vector4 backgroundVector = sourcePixels[x, y].ToVector4();
                            Vector4 sourceVector     = toBlendPixels[x - minX, y - minY].ToVector4();

                            // Lerping colors is dependent on the alpha of the blended color
                            backgroundVector = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, alpha);

                            TColor packed = default(TColor);
                            packed.PackFromVector4(backgroundVector);
                            sourcePixels[x, y] = packed;
                        }
                    });
                }
        }
コード例 #8
0
            /// <summary>
            /// Gets the color for a single pixel.
            /// </summary>
            /// <param name="x">The x.</param>
            /// <param name="y">The y.</param>
            /// <returns>
            /// The color
            /// </returns>
            internal override TColor this[int x, int y]
            {
                get
                {
                    // Offset the requested pixel by the value in the rectangle (the shapes position)
                    TColor  result     = this.Target[x, y];
                    Vector4 background = result.ToVector4();
                    float   distance   = Vector4.DistanceSquared(background, this.sourceColor);
                    if (distance <= this.threshold)
                    {
                        float   lerpAmount = (this.threshold - distance) / this.threshold;
                        Vector4 blended    = Vector4BlendTransforms.PremultipliedLerp(
                            background,
                            this.targetColor,
                            lerpAmount);
                        result.PackFromVector4(blended);
                    }

                    return(result);
                }
            }
コード例 #9
0
            /// <inheritdoc />
            internal override void Apply(float[] scanlineBuffer, int scanlineWidth, int offset, int x, int y)
            {
                Guard.MustBeGreaterThanOrEqualTo(scanlineBuffer.Length, offset + scanlineWidth, nameof(scanlineWidth));

                using (PinnedBuffer <float> buffer = new PinnedBuffer <float>(scanlineBuffer))
                {
                    BufferPointer <float> slice = buffer.Slice(offset);

                    for (int xPos = 0; xPos < scanlineWidth; xPos++)
                    {
                        int targetX = xPos + x;
                        int targetY = y;

                        float opacity = slice[xPos];
                        if (opacity > Constants.Epsilon)
                        {
                            Vector4 backgroundVector = this.Target[targetX, targetY].ToVector4();

                            Vector4 sourceVector = backgroundVector;
                            float   distance     = Vector4.DistanceSquared(sourceVector, this.sourceColor);
                            if (distance <= this.threshold)
                            {
                                float lerpAmount = (this.threshold - distance) / this.threshold;
                                sourceVector = Vector4BlendTransforms.PremultipliedLerp(
                                    sourceVector,
                                    this.targetColor,
                                    lerpAmount);

                                Vector4 finalColor = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, opacity);

                                TColor packed = default(TColor);
                                packed.PackFromVector4(finalColor);
                                this.Target[targetX, targetY] = packed;
                            }
                        }
                    }
                }
            }
コード例 #10
0
        /// <inheritdoc/>
        protected override void OnApply(ImageBase <TColor> source, Rectangle sourceRectangle)
        {
            using (PixelAccessor <TColor> sourcePixels = source.Lock())
                using (PenApplicator <TColor> applicator = this.Pen.CreateApplicator(sourcePixels, this.Path.Bounds))
                {
                    Rectangle rect = RectangleF.Ceiling(applicator.RequiredRegion);

                    int polyStartY = rect.Y - PaddingFactor;
                    int polyEndY   = rect.Bottom + PaddingFactor;
                    int startX     = rect.X - PaddingFactor;
                    int endX       = rect.Right + PaddingFactor;

                    int minX = Math.Max(sourceRectangle.Left, startX);
                    int maxX = Math.Min(sourceRectangle.Right, endX);
                    int minY = Math.Max(sourceRectangle.Top, polyStartY);
                    int maxY = Math.Min(sourceRectangle.Bottom, polyEndY);

                    // Align start/end positions.
                    minX = Math.Max(0, minX);
                    maxX = Math.Min(source.Width, maxX);
                    minY = Math.Max(0, minY);
                    maxY = Math.Min(source.Height, maxY);

                    // Reset offset if necessary.
                    if (minX > 0)
                    {
                        startX = 0;
                    }

                    if (minY > 0)
                    {
                        polyStartY = 0;
                    }

                    Parallel.For(
                        minY,
                        maxY,
                        this.ParallelOptions,
                        y =>
                    {
                        int offsetY = y - polyStartY;

                        for (int x = minX; x < maxX; x++)
                        {
                            // TODO add find intersections code to skip and scan large regions of this.
                            int offsetX    = x - startX;
                            PointInfo info = this.Path.GetPointInfo(offsetX, offsetY);

                            ColoredPointInfo <TColor> color = applicator.GetColor(offsetX, offsetY, info);

                            float opacity = this.Opacity(color.DistanceFromElement);

                            if (opacity > Constants.Epsilon)
                            {
                                Vector4 backgroundVector = sourcePixels[offsetX, offsetY].ToVector4();
                                Vector4 sourceVector     = color.Color.ToVector4();

                                Vector4 finalColor = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, opacity);
                                finalColor.W       = backgroundVector.W;

                                TColor packed = default(TColor);
                                packed.PackFromVector4(finalColor);
                                sourcePixels[offsetX, offsetY] = packed;
                            }
                        }
                    });
                }
        }
コード例 #11
0
        /// <inheritdoc/>
        protected override void OnApply(ImageBase <TColor> source, Rectangle sourceRectangle)
        {
            Rectangle rect = this.Region.Bounds;

            int polyStartY = sourceRectangle.Y - DrawPadding;
            int polyEndY   = sourceRectangle.Bottom + DrawPadding;
            int startX     = sourceRectangle.X - DrawPadding;
            int endX       = sourceRectangle.Right + DrawPadding;

            int minX = Math.Max(sourceRectangle.Left, startX);
            int maxX = Math.Min(sourceRectangle.Right - 1, endX);
            int minY = Math.Max(sourceRectangle.Top, polyStartY);
            int maxY = Math.Min(sourceRectangle.Bottom - 1, polyEndY);

            // Align start/end positions.
            minX = Math.Max(0, minX);
            maxX = Math.Min(source.Width, maxX);
            minY = Math.Max(0, minY);
            maxY = Math.Min(source.Height, maxY);

            ArrayPool <float> arrayPool = ArrayPool <float> .Shared;

            int maxIntersections = this.Region.MaxIntersections;

            using (PixelAccessor <TColor> sourcePixels = source.Lock())
                using (BrushApplicator <TColor> applicator = this.Brush.CreateApplicator(sourcePixels, rect))
                {
                    Parallel.For(
                        minY,
                        maxY,
                        this.ParallelOptions,
                        (int y) =>
                    {
                        float[] buffer = arrayPool.Rent(maxIntersections);

                        try
                        {
                            float right = endX;

                            // foreach line we get all the points where this line crosses the polygon
                            int pointsFound = this.Region.ScanY(y, buffer, maxIntersections, 0);
                            if (pointsFound == 0)
                            {
                                // nothing on this line skip
                                return;
                            }

                            QuickSort(buffer, pointsFound);

                            int currentIntersection = 0;
                            float nextPoint         = buffer[0];
                            float lastPoint         = float.MinValue;
                            bool isInside           = false;

                            for (int x = minX; x < maxX; x++)
                            {
                                if (!isInside)
                                {
                                    if (x < (nextPoint - DrawPadding) && x > (lastPoint + DrawPadding))
                                    {
                                        if (nextPoint == right)
                                        {
                                            // we are in the ends run skip it
                                            x = maxX;
                                            continue;
                                        }

                                        // lets just jump forward
                                        x = (int)Math.Floor(nextPoint) - DrawPadding;
                                    }
                                }

                                bool onCorner = false;

                                // there seems to be some issue with this switch.
                                if (x >= nextPoint)
                                {
                                    currentIntersection++;
                                    lastPoint = nextPoint;
                                    if (currentIntersection == pointsFound)
                                    {
                                        nextPoint = right;
                                    }
                                    else
                                    {
                                        nextPoint = buffer[currentIntersection];

                                        // double point from a corner flip the bit back and move on again
                                        if (nextPoint == lastPoint)
                                        {
                                            onCorner  = true;
                                            isInside ^= true;
                                            currentIntersection++;
                                            if (currentIntersection == pointsFound)
                                            {
                                                nextPoint = right;
                                            }
                                            else
                                            {
                                                nextPoint = buffer[currentIntersection];
                                            }
                                        }
                                    }

                                    isInside ^= true;
                                }

                                float opacity = 1;
                                if (!isInside && !onCorner)
                                {
                                    if (this.Options.Antialias)
                                    {
                                        float distance = float.MaxValue;
                                        if (x == lastPoint || x == nextPoint)
                                        {
                                            // we are to far away from the line
                                            distance = 0;
                                        }
                                        else if (nextPoint - AntialiasFactor < x)
                                        {
                                            // we are near the left of the line
                                            distance = nextPoint - x;
                                        }
                                        else if (lastPoint + AntialiasFactor > x)
                                        {
                                            // we are near the right of the line
                                            distance = x - lastPoint;
                                        }
                                        else
                                        {
                                            // we are to far away from the line
                                            continue;
                                        }
                                        opacity = 1 - (distance / AntialiasFactor);
                                    }
                                    else
                                    {
                                        continue;
                                    }
                                }

                                if (opacity > Constants.Epsilon)
                                {
                                    Vector4 backgroundVector = sourcePixels[x, y].ToVector4();
                                    Vector4 sourceVector     = applicator[x, y].ToVector4();

                                    Vector4 finalColor = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, opacity);

                                    TColor packed = default(TColor);
                                    packed.PackFromVector4(finalColor);
                                    sourcePixels[x, y] = packed;
                                }
                            }
                        }
                        finally
                        {
                            arrayPool.Return(buffer);
                        }
                    });

                    if (this.Options.Antialias)
                    {
                        // we only need to do the X can for antialiasing purposes
                        Parallel.For(
                            minX,
                            maxX,
                            this.ParallelOptions,
                            (int x) =>
                        {
                            float[] buffer = arrayPool.Rent(maxIntersections);

                            try
                            {
                                float left  = polyStartY;
                                float right = polyEndY;

                                // foreach line we get all the points where this line crosses the polygon
                                int pointsFound = this.Region.ScanX(x, buffer, maxIntersections, 0);
                                if (pointsFound == 0)
                                {
                                    // nothign on this line skip
                                    return;
                                }

                                QuickSort(buffer, pointsFound);

                                int currentIntersection = 0;
                                float nextPoint         = buffer[0];
                                float lastPoint         = left;
                                bool isInside           = false;

                                for (int y = minY; y < maxY; y++)
                                {
                                    if (!isInside)
                                    {
                                        if (y < (nextPoint - DrawPadding) && y > (lastPoint + DrawPadding))
                                        {
                                            if (nextPoint == right)
                                            {
                                                // we are in the ends run skip it
                                                y = maxY;
                                                continue;
                                            }

                                            // lets just jump forward
                                            y = (int)Math.Floor(nextPoint) - DrawPadding;
                                        }
                                    }
                                    else
                                    {
                                        if (y < nextPoint - DrawPadding)
                                        {
                                            if (nextPoint == right)
                                            {
                                                // we are in the ends run skip it
                                                y = maxY;
                                                continue;
                                            }

                                            // lets just jump forward
                                            y = (int)Math.Floor(nextPoint);
                                        }
                                    }

                                    bool onCorner = false;

                                    if (y >= nextPoint)
                                    {
                                        currentIntersection++;
                                        lastPoint = nextPoint;
                                        if (currentIntersection == pointsFound)
                                        {
                                            nextPoint = right;
                                        }
                                        else
                                        {
                                            nextPoint = buffer[currentIntersection];

                                            // double point from a corner flip the bit back and move on again
                                            if (nextPoint == lastPoint)
                                            {
                                                onCorner  = true;
                                                isInside ^= true;
                                                currentIntersection++;
                                                if (currentIntersection == pointsFound)
                                                {
                                                    nextPoint = right;
                                                }
                                                else
                                                {
                                                    nextPoint = buffer[currentIntersection];
                                                }
                                            }
                                        }

                                        isInside ^= true;
                                    }

                                    float opacity = 1;
                                    if (!isInside && !onCorner)
                                    {
                                        if (this.Options.Antialias)
                                        {
                                            float distance = float.MaxValue;
                                            if (y == lastPoint || y == nextPoint)
                                            {
                                                // we are to far away from the line
                                                distance = 0;
                                            }
                                            else if (nextPoint - AntialiasFactor < y)
                                            {
                                                // we are near the left of the line
                                                distance = nextPoint - y;
                                            }
                                            else if (lastPoint + AntialiasFactor > y)
                                            {
                                                // we are near the right of the line
                                                distance = y - lastPoint;
                                            }
                                            else
                                            {
                                                // we are to far away from the line
                                                continue;
                                            }
                                            opacity = 1 - (distance / AntialiasFactor);
                                        }
                                        else
                                        {
                                            continue;
                                        }
                                    }

                                    // don't set full opactiy color as it will have been gotten by the first scan
                                    if (opacity > Constants.Epsilon && opacity < 1)
                                    {
                                        Vector4 backgroundVector = sourcePixels[x, y].ToVector4();
                                        Vector4 sourceVector     = applicator[x, y].ToVector4();
                                        Vector4 finalColor       = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, opacity);
                                        finalColor.W             = backgroundVector.W;

                                        TColor packed = default(TColor);
                                        packed.PackFromVector4(finalColor);
                                        sourcePixels[x, y] = packed;
                                    }
                                }
                            }
                            finally
                            {
                                arrayPool.Return(buffer);
                            }
                        });
                    }
                }
        }
コード例 #12
0
        /// <inheritdoc/>
        protected override void OnApply(ImageBase <TColor, TPacked> source, Rectangle sourceRectangle)
        {
            using (IPenApplicator <TColor, TPacked> applicator = this.pen.CreateApplicator(this.region))
            {
                var rect = RectangleF.Ceiling(applicator.RequiredRegion);

                int polyStartY = rect.Y - PaddingFactor;
                int polyEndY   = rect.Bottom + PaddingFactor;
                int startX     = rect.X - PaddingFactor;
                int endX       = rect.Right + PaddingFactor;

                int minX = Math.Max(sourceRectangle.Left, startX);
                int maxX = Math.Min(sourceRectangle.Right, endX);
                int minY = Math.Max(sourceRectangle.Top, polyStartY);
                int maxY = Math.Min(sourceRectangle.Bottom, polyEndY);

                // Align start/end positions.
                minX = Math.Max(0, minX);
                maxX = Math.Min(source.Width, maxX);
                minY = Math.Max(0, minY);
                maxY = Math.Min(source.Height, maxY);

                // Reset offset if necessary.
                if (minX > 0)
                {
                    startX = 0;
                }

                if (minY > 0)
                {
                    polyStartY = 0;
                }

                using (PixelAccessor <TColor, TPacked> sourcePixels = source.Lock())
                {
                    Parallel.For(
                        minY,
                        maxY,
                        this.ParallelOptions,
                        y =>
                    {
                        int offsetY      = y - polyStartY;
                        var currentPoint = default(Vector2);
                        for (int x = minX; x < maxX; x++)
                        {
                            int offsetX    = x - startX;
                            currentPoint.X = offsetX;
                            currentPoint.Y = offsetY;

                            var dist = Closest(currentPoint);

                            var color = applicator.GetColor(dist);

                            var opacity = this.Opacity(color.DistanceFromElement);

                            if (opacity > Epsilon)
                            {
                                int offsetColorX = x - minX;

                                Vector4 backgroundVector = sourcePixels[offsetX, offsetY].ToVector4();
                                Vector4 sourceVector     = color.Color.ToVector4();

                                var finalColor = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, opacity);
                                finalColor.W   = backgroundVector.W;

                                TColor packed = default(TColor);
                                packed.PackFromVector4(finalColor);
                                sourcePixels[offsetX, offsetY] = packed;
                            }
                        }
                    });
                }
            }
        }