OpenSceneGraph/src/osgPlugins/osg/ColorMatrix.cpp

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#include <osg/ColorMatrix>
#include <osgDB/Registry>
#include <osgDB/Input>
#include <osgDB/Output>
using namespace osg;
using namespace osgDB;
// forward declare functions to use later.
bool ColorMatrix_readLocalData(Object& obj, Input& fr);
bool ColorMatrix_writeLocalData(const Object& obj, Output& fw);
// register the read and write functions with the osgDB::Registry.
RegisterDotOsgWrapperProxy g_ColorMatrixProxy
(
osgNew osg::ColorMatrix,
"ColorMatrix",
"Object StateAttribute ColorMatrix",
&ColorMatrix_readLocalData,
&ColorMatrix_writeLocalData
);
bool ColorMatrix_readLocalData(Object& obj, Input& fr)
{
bool iteratorAdvanced = false;
ColorMatrix& colorMatrix = static_cast<ColorMatrix&>(obj);
bool matched = true;
for(int k=0;k<16 && matched;++k)
{
matched = fr[k].isFloat();
}
if (matched)
{
Matrix& matrix = colorMatrix.getMatrix();
int k=0;
for(int i=0;i<4;++i)
{
for(int j=0;j<4;++j)
{
fr[k].getFloat(matrix(i,j));
k++;
}
}
fr += 16;
iteratorAdvanced = true;
}
return iteratorAdvanced;
}
bool ColorMatrix_writeLocalData(const Object& obj, Output& fw)
{
const ColorMatrix& colorMatrix = static_cast<const ColorMatrix&>(obj);
const Matrix& matrix = colorMatrix.getMatrix();
fw.indent() << matrix(0,0) << " " << matrix(0,1) << " " << matrix(0,2) << " " << matrix(0,3) << std::endl;
fw.indent() << matrix(1,0) << " " << matrix(1,1) << " " << matrix(1,2) << " " << matrix(1,3) << std::endl;
fw.indent() << matrix(2,0) << " " << matrix(2,1) << " " << matrix(2,2) << " " << matrix(2,3) << std::endl;
fw.indent() << matrix(3,0) << " " << matrix(3,1) << " " << matrix(3,2) << " " << matrix(3,3) << std::endl;
return true;
}