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visColorScales.param
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visColorScales.param
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/**
* Copyright 2013 Axel Huebl, Heiko Burau, Rene Widera
*
* This file is part of PIConGPU.
*
* PIConGPU is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* PIConGPU is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with PIConGPU.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "basicOperations.hpp"
namespace picongpu
{
namespace colorScales
{
namespace none
{
HDINLINE void addRGB( const float3_X&,
const float_X,
const float_X )
{
return;
}
}
namespace gray
{
HDINLINE void addRGB( float3_X& img,
const float_X value,
const float_X opacity )
{
const float3_X myChannel = float3_X( 1.0f, 1.0f, 1.0f );
img = img
- opacity * float3_X( myChannel.x() * img.x(),
myChannel.y() * img.y(),
myChannel.z() * img.z() )
+ myChannel * value * opacity;
}
}
namespace grayInv
{
HDINLINE void addRGB( float3_X& img,
const float_X value,
const float_X opacity )
{
const float3_X myChannel = float3_X( 1.0f, 1.0f, 1.0f );
img = img
- opacity * float3_X( myChannel.x() * img.x(),
myChannel.y() * img.y(),
myChannel.z() * img.z() )
+ myChannel * (1.0f - value ) * opacity;
}
}
namespace red
{
HDINLINE void addRGB( float3_X& img,
const float_X value,
const float_X opacity )
{
const float3_X myChannel = float3_X( 1.0f, 0.0f, 0.0f );
img = img
- opacity * float3_X( myChannel.x() * img.x(),
myChannel.y() * img.y(),
myChannel.z() * img.z() )
+ myChannel * value * opacity;
}
}
namespace green
{
HDINLINE void addRGB( float3_X& img,
const float_X value,
const float_X opacity )
{
const float3_X myChannel = float3_X( 0.0f, 1.0f, 0.0f );
img = img
- opacity * float3_X( myChannel.x() * img.x(),
myChannel.y() * img.y(),
myChannel.z() * img.z() )
+ myChannel * value * opacity;
}
}
namespace blue
{
HDINLINE void addRGB( float3_X& img,
const float_X value,
const float_X opacity )
{
const float3_X myChannel = float3_X( 0.0f, 0.0f, 1.0f );
img = img
- opacity * float3_X( myChannel.x() * img.x(),
myChannel.y() * img.y(),
myChannel.z() * img.z() )
+ myChannel * value * opacity;
}
}
}
}