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      1 ///////////////////////////////////////////////////////////////////////////
      2 //
      3 // Copyright (c) 2004, Industrial Light & Magic, a division of Lucas
      4 // Digital Ltd. LLC
      5 //
      6 // All rights reserved.
      7 //
      8 // Redistribution and use in source and binary forms, with or without
      9 // modification, are permitted provided that the following conditions are
     10 // met:
     11 // *       Redistributions of source code must retain the above copyright
     12 // notice, this list of conditions and the following disclaimer.
     13 // *       Redistributions in binary form must reproduce the above
     14 // copyright notice, this list of conditions and the following disclaimer
     15 // in the documentation and/or other materials provided with the
     16 // distribution.
     17 // *       Neither the name of Industrial Light & Magic nor the names of
     18 // its contributors may be used to endorse or promote products derived
     19 // from this software without specific prior written permission.
     20 //
     21 // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     22 // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
     23 // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
     24 // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
     25 // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
     26 // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
     27 // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
     28 // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
     29 // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     30 // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     31 // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     32 //
     33 ///////////////////////////////////////////////////////////////////////////
     34 
     35 
     36 //-----------------------------------------------------------------------------
     37 //
     38 //	class PreviewImageAttribute
     39 //
     40 //-----------------------------------------------------------------------------
     41 
     42 #include <ImfPreviewImageAttribute.h>
     43 
     44 
     45 namespace Imf {
     46 
     47 
     48 template <>
     49 const char *
     50 PreviewImageAttribute::staticTypeName ()
     51 {
     52     return "preview";
     53 }
     54 
     55 
     56 template <>
     57 void
     58 PreviewImageAttribute::writeValueTo (OStream &os, int) const
     59 {
     60     Xdr::write <StreamIO> (os, _value.width());
     61     Xdr::write <StreamIO> (os, _value.height());
     62 
     63     int numPixels = _value.width() * _value.height();
     64     const PreviewRgba *pixels = _value.pixels();
     65 
     66     for (int i = 0; i < numPixels; ++i)
     67     {
     68     Xdr::write <StreamIO> (os, pixels[i].r);
     69     Xdr::write <StreamIO> (os, pixels[i].g);
     70     Xdr::write <StreamIO> (os, pixels[i].b);
     71     Xdr::write <StreamIO> (os, pixels[i].a);
     72     }
     73 }
     74 
     75 
     76 template <>
     77 void
     78 PreviewImageAttribute::readValueFrom (IStream &is, int, int)
     79 {
     80     int width, height;
     81 
     82     Xdr::read <StreamIO> (is, width);
     83     Xdr::read <StreamIO> (is, height);
     84 
     85     PreviewImage p (width, height);
     86 
     87     int numPixels = p.width() * p.height();
     88     PreviewRgba *pixels = p.pixels();
     89 
     90     for (int i = 0; i < numPixels; ++i)
     91     {
     92     Xdr::read <StreamIO> (is, pixels[i].r);
     93     Xdr::read <StreamIO> (is, pixels[i].g);
     94     Xdr::read <StreamIO> (is, pixels[i].b);
     95     Xdr::read <StreamIO> (is, pixels[i].a);
     96     }
     97 
     98     _value = p;
     99 }
    100 
    101 
    102 } // namespace Imf
    103