Files
OpenSceneGraph/src/osgPlugins/osg/Texture1D.cpp
Robert Osfield d1108ea862 Added support for "-O OutputTextureFiles" options string in .osg plugin to
allow texture files to be written out when writing out a .osg file.
2005-09-19 14:07:44 +00:00

85 lines
2.5 KiB
C++

#include "osg/Texture1D"
#include "osgDB/Registry"
#include "osgDB/Input"
#include "osgDB/Output"
#include "osgDB/WriteFile"
using namespace osg;
using namespace osgDB;
// forward declare functions to use later.
bool Texture1D_readLocalData(Object& obj, Input& fr);
bool Texture1D_writeLocalData(const Object& obj, Output& fw);
bool Texture1D_matchWrapStr(const char* str,Texture1D::WrapMode& wrap);
const char* Texture1D_getWrapStr(Texture1D::WrapMode wrap);
bool Texture1D_matchFilterStr(const char* str,Texture1D::FilterMode& filter);
const char* Texture1D_getFilterStr(Texture1D::FilterMode filter);
bool Texture1D_matchInternalFormatModeStr(const char* str,Texture1D::InternalFormatMode& mode);
const char* Texture1D_getInternalFormatModeStr(Texture1D::InternalFormatMode mode);
bool Texture1D_matchInternalFormatStr(const char* str,int& value);
const char* Texture1D_getInternalFormatStr(int value);
// register the read and write functions with the osgDB::Registry.
RegisterDotOsgWrapperProxy g_Texture1DProxy
(
new osg::Texture1D,
"Texture1D",
"Object StateAttribute Texture1D TextureBase",
&Texture1D_readLocalData,
&Texture1D_writeLocalData
);
bool Texture1D_readLocalData(Object& obj, Input& fr)
{
bool iteratorAdvanced = false;
Texture1D& texture = static_cast<Texture1D&>(obj);
if (fr[0].matchWord("file") && fr[1].isString())
{
std::string filename = fr[1].getStr();
Image* image = fr.readImage(filename.c_str());
if (image)
{
// name will have already been set by the image plugin,
// but it will have absolute path, so will override it
// here to keep the original name intact.
//image->setFileName(filename);
texture.setImage(image);
}
fr += 2;
iteratorAdvanced = true;
}
return iteratorAdvanced;
}
bool Texture1D_writeLocalData(const Object& obj, Output& fw)
{
const Texture1D& texture = static_cast<const Texture1D&>(obj);
if (texture.getImage())
{
std::string fileName = texture.getImage()->getFileName();
if (fw.getOutputTextureFiles())
{
if (fileName.empty())
{
fileName = fw.getTextureFileNameForOutput();
}
osgDB::writeImageFile(*texture.getImage(), fileName);
}
if (!fileName.empty())
{
fw.indent() << "file "<<fw.wrapString(fw.getFileNameForOutput(fileName))<< std::endl;
}
}
return true;
}