Exemplo n.º 1
0
Scene* json_parse_scene(const jsonvalue& json) {
    // prepare scene
    auto scene = new Scene();
    // camera
    if (json.object_contains("camera")) scene->camera = json_parse_camera(json.object_element("camera"));
    if (json.object_contains("lookat_camera")) scene->camera = json_parse_lookatcamera(json.object_element("lookat_camera"));
    // surfaces
    if(json.object_contains("surfaces")) scene->surfaces = json_parse_surfaces(json.object_element("surfaces"));
    // meshes
    if(json.object_contains("json_meshes")) {
        json_texture_path_push(json.object_element("json_meshes").as_string());
        scene->meshes = json_parse_meshes(load_json(json.object_element("json_meshes").as_string()));
        json_texture_path_pop();
    }
    if(json.object_contains("meshes")) {
        scene->meshes = json_parse_meshes(json.object_element("meshes"));
    }
    // lights
    if(json.object_contains("lights")) scene->lights = json_parse_lights(json.object_element("lights"));
    // animation
    if(json.object_contains("animation")) scene->animation = json_parse_scene_animation(json.object_element("animation"));
    // rendering parameters
    json_set_optvalue(json, scene->image_width, "image_width");
    json_set_optvalue(json, scene->image_height, "image_height");
    json_set_optvalue(json, scene->image_samples, "image_samples");
    json_set_optvalue(json, scene->background, "background");
    json_parse_opttexture(json, scene->background_txt, "background_txt");
    json_set_optvalue(json, scene->ambient, "ambient");
    json_set_optvalue(json, scene->path_max_depth, "path_max_depth");
    json_set_optvalue(json, scene->path_sample_brdf, "path_sample_brdf");
    json_set_optvalue(json, scene->path_shadows, "path_shadows");
    // done
    return scene;
}
Exemplo n.º 2
0
Mesh* json_parse_mesh(const jsonvalue& json) {
    auto mesh = new Mesh();
    if(json.object_contains("json_mesh")) {
        json_texture_path_push(json.object_element("json_mesh").as_string());
        mesh = json_parse_mesh(load_json(json.object_element("json_mesh").as_string()));
        json_texture_path_pop();
    }
    json_set_optvalue(json, mesh->frame, "frame");
    json_set_optvalue(json, mesh->pos, "pos");
    json_set_optvalue(json, mesh->norm, "norm");
    json_set_optvalue(json, mesh->texcoord, "texcoord");
    json_set_optvalue(json, mesh->triangle, "triangle");
    json_set_optvalue(json, mesh->quad, "quad");
    json_set_optvalue(json, mesh->point, "point");
    json_set_optvalue(json, mesh->line, "line");
    json_set_optvalue(json, mesh->spline, "spline");
    if(json.object_contains("material")) mesh->mat = json_parse_material(json.object_element("material"));
    json_set_optvalue(json, mesh->subdivision_catmullclark_level, "subdivision_catmullclark_level");
    json_set_optvalue(json, mesh->subdivision_catmullclark_smooth, "subdivision_catmullclark_smooth");
    json_set_optvalue(json, mesh->subdivision_bezier_level, "subdivision_bezier_level");
    json_set_optvalue(json, mesh->subdivision_bezier_uniform, "subdivision_bezier_uniform");
    if(json.object_contains("animation")) mesh->animation = json_parse_frame_animation(json.object_element("animation"));
    if(json.object_contains("skinning")) mesh->skinning = json_parse_mesh_skinning(json.object_element("skinning"));
    if(json.object_contains("json_skinning")) mesh->skinning = json_parse_mesh_skinning(load_json(json.object_element("json_skinning").as_string()));
    if(json.object_contains("simulation")) mesh->simulation = json_parse_mesh_simulation(json.object_element("simulation"));
    if (mesh->skinning) {
        if (mesh->skinning->vert_rest_pos.empty()) mesh->skinning->vert_rest_pos = mesh->pos;
        if (mesh->skinning->vert_rest_norm.empty()) mesh->skinning->vert_rest_norm = mesh->norm;
        if (mesh->pos.empty()) mesh->pos = mesh->skinning->vert_rest_pos;
        if (mesh->norm.empty()) mesh->norm = mesh->skinning->vert_rest_norm;
    }
    return mesh;
}