Add clamping to 0..1 bounds for each of the r,g,b,a components in
the CubeMapGenerator::set_pixel() method.
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@@ -20,43 +20,43 @@
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namespace osgUtil
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{
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/** This cube map generator produces a specular highlight map.
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The vector-color association is: C = (R dot (-L)) ^ n, where C is the
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resulting color, R is the reflection vector, L is the light direction
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and n is the specular exponent.
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*/
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class OSGUTIL_EXPORT HighlightMapGenerator: public CubeMapGenerator {
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public:
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HighlightMapGenerator(
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const osg::Vec3 &light_direction,
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const osg::Vec4 &light_color,
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float specular_exponent,
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int texture_size = 64);
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/** This cube map generator produces a specular highlight map.
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The vector-color association is: C = (R dot (-L)) ^ n, where C is the
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resulting color, R is the reflection vector, L is the light direction
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and n is the specular exponent.
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*/
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class OSGUTIL_EXPORT HighlightMapGenerator: public CubeMapGenerator {
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public:
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HighlightMapGenerator(
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const osg::Vec3 &light_direction,
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const osg::Vec4 &light_color,
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float specular_exponent,
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int texture_size = 64);
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HighlightMapGenerator(const HighlightMapGenerator ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY);
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HighlightMapGenerator(const HighlightMapGenerator ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY);
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protected:
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virtual ~HighlightMapGenerator() {}
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HighlightMapGenerator &operator=(const HighlightMapGenerator &) { return *this; }
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protected:
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virtual ~HighlightMapGenerator() {}
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HighlightMapGenerator &operator=(const HighlightMapGenerator &) { return *this; }
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inline virtual osg::Vec4 compute_color(const osg::Vec3 &R) const;
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inline virtual osg::Vec4 compute_color(const osg::Vec3 &R) const;
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private:
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osg::Vec3 ldir_;
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osg::Vec4 lcol_;
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float sexp_;
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};
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private:
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osg::Vec3 ldir_;
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osg::Vec4 lcol_;
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float sexp_;
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};
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// INLINE METHODS
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// INLINE METHODS
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inline osg::Vec4 HighlightMapGenerator::compute_color(const osg::Vec3 &R) const
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{
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float v = -ldir_ * (R / R.length());
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if (v < 0) v = 0;
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osg::Vec4 color(lcol_ * powf(v, sexp_));
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color.w() = 1;
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return color;
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}
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inline osg::Vec4 HighlightMapGenerator::compute_color(const osg::Vec3 &R) const
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{
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float v = -ldir_ * (R / R.length());
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if (v < 0) v = 0;
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osg::Vec4 color(lcol_ * powf(v, sexp_));
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color.w() = 1;
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return color;
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}
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}
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