Exemple #1
0
void Scene::_parseOrthographicCamera( ){
  float position[3], lookAt[3], up[3];
	_checkToken( "OrthographicCamera" );
	_nextToken( );
	_checkToken( "{" );
	_nextToken( );
	_checkToken( "position" );
	for( int i = 0; i < 3; i++ ){
		_nextToken( );
		position[i] = _parseFloat( );
	}
  Point3 pPosition(position);
  
	_nextToken( );
	_checkToken( "lookAt" );
	for( int i = 0; i < 3; i++ ){
		_nextToken( );
		lookAt[i] = _parseFloat( );
	}
  Point3 pLookAt(lookAt);

	_nextToken( );
	_checkToken( "up" );
	for( int i = 0; i < 3; i++ ){
		_nextToken( );
		up[i] = _parseFloat( );
	}
  Vec3 vUp(up);

	_nextToken( );
	_checkToken( "}" );

  // Fill me in!
}
Exemple #2
0
void Scene::_parseViewPlane( ){
	size_t w, h, s;
  double p;
	_nextToken( );
	_checkToken( "ViewPlane");
	_nextToken( );
	_checkToken( "{");
	_nextToken( );
	_checkToken( "width");
	_nextToken( );
	w = _parseInt( );

	_nextToken( );
	_checkToken( "height" );
	_nextToken( );
	h = _parseInt( );

	_nextToken( );
	_checkToken( "pixelsize" );
	_nextToken( );
	p = _parseFloat( );
	
  _nextToken( );
  _checkToken( "sampleCount" );
  _nextToken( );
  s = _parseInt( );

	_nextToken( );
	_checkToken( "}" );

  // Fill me in!
}
Exemple #3
0
void Scene::_parsePointLight(uint id){
  float vec[4];
  _checkToken( "PointLight");
  _nextToken( );
  _checkToken( "{");
  _nextToken( );
  _checkToken("position");
  for( int i = 0; i < 3; i++ ){
    _nextToken( );
    vec[i] = _parseFloat( );
  }
  Point3 position(vec);

  _nextToken( );
  _checkToken("ambientColor");
  for( int i = 0; i < 4; i++ ){
    _nextToken( );
    vec[i] = _parseFloat( );
  }
  RGBAColor ambient(vec);

  _nextToken( );
  _checkToken( "diffuseColor");
  for( int i = 0; i < 4; i++ ){
    _nextToken( );
    vec[i] = _parseFloat( );
  }
  RGBAColor diffuse(vec);

  _nextToken( );
  _checkToken("specularColor");
  for( int i = 0; i < 4; i++ ){
    _nextToken( );
    vec[i] = _parseFloat( );
  }
  RGBAColor specular(vec);
  _nextToken( );
  _checkToken("constant_attenuation");
  _nextToken( );
  float constant_attenuation = _parseFloat( );

  _nextToken( );
  _checkToken("linear_attenuation");
  _nextToken( );
  float linear_attenuation = _parseFloat( );

  _nextToken( );
  _checkToken("quadratic_attenuation");
  _nextToken( );
  float quadratic_attenuation = _parseFloat( );

  _nextToken( );
  _checkToken( "}");

  // Fill me in!
}
Exemple #4
0
void Scene::_parseSphere(int i){
  float vec[3];
  _checkToken( "Sphere");
  _nextToken( );
  _checkToken( "{" );
  _nextToken( );
  _checkToken( "center" );
  for( int i = 0; i < 3; i++ ){
    _nextToken( );
    vec[i] = _parseFloat( );
  }
  Point3 center(vec[0], vec[1], vec[2]);
  _nextToken( );
  _checkToken( "radius" );
  _nextToken( );
  float radius = _parseFloat( );
  _nextToken( );
  _checkToken("}");

  // Fill me in!
}
Exemple #5
0
void Scene::_parsePhongMaterial(uint id){
  float vec[4];
  _checkToken( "PhongMaterial");
  _nextToken( );
  _checkToken( "{");
  _nextToken( );
  _checkToken("ambientColor");
  for( int i = 0; i < 4; i++ ){
    _nextToken( );
    vec[i] = _parseFloat( );
  }
  RGBAColor ambient(vec);
  _nextToken( );
  _checkToken( "diffuseColor");
  for( int i = 0; i < 4; i++ ){
    _nextToken( );
    vec[i] = _parseFloat( );
  }
  RGBAColor diffuse(vec);
  _nextToken( );
  _checkToken("specularColor");
  for( int i = 0; i < 4; i++ ){
    _nextToken( );
    vec[i] = _parseFloat( );
  }
  RGBAColor specular(vec);
  _nextToken( );
  _checkToken("shininess");
  float shininess = _parseFloat( );
  _nextToken( );
  float indexOfRefraction = 10;
  if( std::strcmp(_currentToken, "indexOfRefraction") == 0 ){
    indexOfRefraction = _parseFloat( );
  }
  _nextToken( );
  _checkToken( "}");

  // Fill me in!
}
Exemple #6
0
void Scene::_parseBackground( ){
	unsigned char vec[3];
	_nextToken( );
	_checkToken( "Background" );
	_nextToken( );
	_checkToken( "{");
	
	_nextToken( );
	_checkToken( "color" );
	for( int i = 0; i < 3; i++ ){
		_nextToken( );
		vec[i] = _parseFloat( );
	}
	
	_nextToken( );
	_checkToken( "}" );

  // Fill me in!
}
Exemple #7
0
void OptionManager::callOptionHandler (const char* name, const char* value) {
   if (!typeMap.find(name))
      throw Error("Property \"%s\" not defined", name);
   OPTION_TYPE type = typeMap.at(name);
   int x = 0, y = 0;
   float f = 0, r = 0, g = 0, b = 0;
   switch (type)
   {
   case OPTION_STRING:
      stringSetters.at(name)(value);
      break;
   case OPTION_INT:
      if (_parseInt(value, x) < 0)
         throw Error("Cannot recognize \"%s\" as an integer value", value);
      intSetters.at(name)(x);
      break;
   case OPTION_BOOL:
      if (_parseBool(value, x) < 0)
         throw Error("Cannot recognize \"%s\" as a boolean value", value);
      boolSetters.at(name)(x);
      break;
   case OPTION_FLOAT:
      if (_parseFloat(value, f) < 0)
         throw Error("Cannot recognize \"%s\" as a float value", value);
      floatSetters.at(name)(f);
      break;
   case OPTION_COLOR:
      if (_parseColor(value, r, g, b) < 0)
         throw Error("Cannot recognize \"%s\" as a color value", value);
      colorSetters.at(name)(r, g, b);
      break;
   case OPTION_XY:
      if (_parseSize(value, x, y) < 0)
         throw Error("Cannot recognize \"%s\" as a pair of integers", value);
      xySetters.at(name)(x, y);
      break;
   default:
      throw Error("Option type not supported");
   }
}