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; }
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")); // lights if(json.object_contains("lights")) scene->lights = json_parse_lights(json.object_element("lights")); // 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_set_optvalue(json, scene->ambient, "ambient"); // done return scene; }