protected override void ThreadMission_Pixel(int i, int j) { base.ThreadMission_Pixel(i, j); Vector2 uv = SWTextureProcess.TexUV(texWidth, texHeight, i, j); for (int k = 0; k < info.pts.Count - 1; k++) { var p0 = info.pts [SWTextureProcess.LoopID(k - 1, info.pts.Count)]; var p1 = info.pts [SWTextureProcess.LoopID(k, info.pts.Count)]; var p2 = info.pts [SWTextureProcess.LoopID(k + 1, info.pts.Count)]; float pcg = SWTextureProcess.PointOnSegPcgSign(uv, p1.uv, p2.uv); pcg = p1.pcg + (p2.pcg - p1.pcg) * pcg; float disSeg = SWTextureProcess.Point2SegDis(uv, p1.uv, p2.uv); float disLineSign = SWTextureProcess.Point2LineDisSign(uv, p1.uv, p2.uv); disLineSign = -disLineSign; float g = (disLineSign / size + 1) * 0.5f; float b = 0; float a = GreenToAlpha(g); //first seg cap if (k == 0) { if (disSeg <= size) { if (Vector2.Dot(uv - p2.pre, p1.uv - p2.pre) >= 0) { texColorBuffer [(texHeight - j - 1) * texWidth + i] = new Color(pcg, g, b, a); } } } //last seg cap else if (k == info.pts.Count - 2) { if (disSeg <= size) { if (Vector2.Dot(uv - p1.after, p2.uv - p1.after) >= 0) { texColorBuffer [(texHeight - j - 1) * texWidth + i] = new Color(pcg, g, b, a); } } } else { if (SWTextureProcess.PointInSeg(uv, p1.after, p2.pre, size)) { texColorBuffer [(texHeight - j - 1) * texWidth + i] = new Color(pcg, g, b, a); } } if (k == 0) { if (disSeg <= size) { if (Vector2.Dot(uv - p1.uv, p2.uv - p1.uv) <= 0) { float disCenter = (uv - p1.uv).magnitude; if (disCenter / size > 1 - threhold * 2) { a = 1 - (disCenter / size - (1 - threhold * 2)) / (threhold * 2); texColorBuffer [(texHeight - j - 1) * texWidth + i] = new Color( texColorBuffer [(texHeight - j - 1) * texWidth + i].r, texColorBuffer [(texHeight - j - 1) * texWidth + i].g, texColorBuffer [(texHeight - j - 1) * texWidth + i].b, a ); } } } } if (k == info.pts.Count - 2 || info.pts.Count == 2) { if (disSeg <= size) { if (Vector2.Dot(uv - p2.uv, p1.uv - p2.uv) <= 0) { float disCenter = (uv - p2.uv).magnitude; if (disCenter / size > 1 - threhold * 2) { a = 1 - (disCenter / size - (1 - threhold * 2)) / (threhold * 2); texColorBuffer [(texHeight - j - 1) * texWidth + i] = new Color( texColorBuffer [(texHeight - j - 1) * texWidth + i].r, texColorBuffer [(texHeight - j - 1) * texWidth + i].g, texColorBuffer [(texHeight - j - 1) * texWidth + i].b, a ); } } } } } }