/* assuming the spec is going to be properly written not error-checking here */ void read_spec(char *fname) { char buffer[300]; FILE *fp; fp = fopen(fname, "r"); my_assert(fp, "can't open spec"); while(!feof(fp)){ fgets(buffer, 300, fp); //printf("read line: %s\n", buffer); switch (buffer[0]) { case '#': break; case '1': //cube //read in the cube parse_obj(buffer); break; //etc case 'l': parse_light(buffer); break; case 'c': parse_camera(buffer); break; default: break; } } }
int parse_scene(t_list **tokens) { if (parse_camera(tokens) == 0) return (0); if (parse_window(tokens) == 0) return (0); return (1); }
/* assuming the spec is going to be properly written not error-checking here */ void read_spec(char *fname) { char buffer[300]; FILE *fp; fp = fopen(fname, "r"); my_assert(fp, "can't open spec"); while(!feof(fp)) { buffer[0] = '#'; fgets(buffer, 300, fp); //printf("read line: %s\n", buffer); switch (buffer[0]) { case '#': break; case '1': case '2': case '3': case '4': case '5': case '6': { //You dont need seperate cases, you always just call parse_obj() parse_obj(buffer); break; } case 'l': parse_light(buffer); break; case 'c': parse_camera(buffer); break; default: break; } } }
/* assuming the spec is going to be properly written not error-checking here */ void read_spec(char *fname) { char buffer[300]; FILE *fp; fp = fopen(fname, "r"); my_assert(fp, "can't open spec"); while(!feof(fp)){ fgets(buffer, 300, fp); //printf("read line: %s\n", buffer); switch (buffer[0]) { case '#': break; case '0': // house case '1': //cube case '2': // sphere case '3': // cone case '4': // torus //read in the shape { printf("parse object"); parse_obj(buffer); } break; //etc case 'l': parse_light(buffer); break; case 'c': parse_camera(buffer); break; default: break; } } }
bool load_scene( Scene* scene, const char* filename ) { TiXmlDocument doc( filename ); const TiXmlElement* root = 0; const TiXmlElement* elem = 0; MaterialMap materials; MeshMap meshes; TriVertMap triverts; assert( scene ); // load the document if ( !doc.LoadFile() ) { std::cout << "ERROR, " << doc.ErrorRow() << ":" << doc.ErrorCol() << "; " << "parse error: " << doc.ErrorDesc() << "\n"; return false; } // check for root element root = doc.RootElement(); if ( !root ) { std::cout << "No root element.\n"; return false; } // reset the scene scene->reset(); try { // parse the camera elem = get_unique_child( root, true, STR_CAMERA ); parse_camera( elem, &scene->camera ); // parse background color parse_elem( root, true, STR_BACKGROUND, &scene->background_color ); // parse refractive index parse_elem( root, true, STR_REFRACT, &scene->refractive_index ); // parse ambient light parse_elem( root, false, STR_AMLIGHT, &scene->ambient_light ); // parse the lights elem = root->FirstChildElement( STR_PLIGHT ); while ( elem ) { PointLight pl; parse_point_light( elem, &pl ); scene->add_light( pl ); elem = elem->NextSiblingElement( STR_PLIGHT ); } // parse the materials elem = root->FirstChildElement( STR_MATERIAL ); while ( elem ) { Material* mat = new Material(); check_mem( mat ); scene->add_material( mat ); const char* name = parse_material( elem, mat ); assert( name ); // place each material in map by it's name, so we can associate geometries // with them when loading geometries // check for repeat name if ( !materials.insert( std::make_pair( name, mat ) ).second ) { print_error_header( elem ); std::cout << "Material '" << name << "' multiply defined.\n"; throw std::exception(); } elem = elem->NextSiblingElement( STR_MATERIAL ); } // parse the meshes elem = root->FirstChildElement( STR_MESH ); while ( elem ) { Mesh* mesh = new Mesh(); check_mem( mesh ); scene->add_mesh( mesh ); const char* name = parse_mesh( elem, mesh ); assert( name ); // place each mesh in map by it's name, so we can associate geometries // with them when loading geometries if ( !meshes.insert( std::make_pair( name, mesh ) ).second ) { print_error_header( elem ); std::cout << "Mesh '" << name << "' multiply defined.\n"; throw std::exception(); } elem = elem->NextSiblingElement( STR_MESH ); } // parse vertices (used by triangles) elem = root->FirstChildElement( STR_VERTEX ); while ( elem ) { Triangle::Vertex v; const char* name = parse_triangle_vertex( materials, elem, &v ); assert( name ); // place each vertex in map by it's name, so we can associate triangles // with them when loading geometries if ( !triverts.insert( std::make_pair( name, v ) ).second ) { print_error_header( elem ); std::cout << "Triangle vertex '" << name << "' multiply defined.\n"; throw std::exception(); } elem = elem->NextSiblingElement( STR_VERTEX ); } // parse the geometries // spheres elem = root->FirstChildElement( STR_SPHERE ); while ( elem ) { Sphere* geom = new Sphere(); check_mem( geom ); scene->add_geometry( geom ); parse_geom_sphere( materials, elem, geom ); elem = elem->NextSiblingElement( STR_SPHERE ); } // triangles elem = root->FirstChildElement( STR_TRIANGLE ); while ( elem ) { Triangle* geom = new Triangle(); check_mem( geom ); scene->add_geometry( geom ); parse_geom_triangle( materials, triverts, elem, geom ); elem = elem->NextSiblingElement( STR_TRIANGLE ); } // models elem = root->FirstChildElement( STR_MODEL ); while ( elem ) { Model* geom = new Model(); check_mem( geom ); scene->add_geometry( geom ); parse_geom_model( materials, meshes, elem, geom ); elem = elem->NextSiblingElement( STR_MODEL ); } // TODO add you own geometries here } catch ( std::bad_alloc const& ) { std::cout << "Out of memory error while loading scene\n."; scene->reset(); return false; } catch ( ... ) { scene->reset(); return false; } return true; }