static void Render_scenes() { Scene aS = SceneManager.GetActiveScene(); GameObject[] go_array = aS.GetRootGameObjects(); List <String> pathList = readTextFile(Application.dataPath + "/SceneData/imageNames.txt"); string sd_path = Application.dataPath + "/SceneData/"; string target = sd_path + pathList[4] + ".json"; if (File.Exists(target)) { // Read the json from the file into a string string dataAsJson = File.ReadAllText(target); // Pass the json to JsonUtility, and tell it to create a GameData object from it SceneData loadedData = JsonUtility.FromJson <SceneData>(dataAsJson); m_camera = loadedData.GetCamera(m_camera); m_obj = loadedData.GetObject(m_obj); m_light = loadedData.GetLight(m_light); m_cylinder = loadedData.GetCylinder(m_cylinder); Debug.Log("First Image"); ir(); Octane.Renderer.SaveImage(Octane.RenderPassId.RENDER_PASS_BEAUTY, sd_path + "irpv.exr", Octane.ImageSaveType.IMAGE_SAVE_TYPE_EXR16, true); Debug.Log("Second Image"); irpv(); Octane.Renderer.SaveImage(Octane.RenderPassId.RENDER_PASS_BEAUTY, sd_path + "ir.exr", Octane.ImageSaveType.IMAGE_SAVE_TYPE_EXR16, true); } else { Debug.Log(target); Debug.LogError("Cannot load game data!"); } }
/* * Sets the current scene, varies with i_img */ private void setScene() { // Get the object that is specified for this scene m_obj = FindInCOArrayByName(paramList[0].objName); // and set it as active, while inactivating the rest of composition objects foreach (GameObject go in compositionObjectArray) { if (go.name == m_obj.name) { go.SetActive(true); } else { go.SetActive(false); } } target = sd_path + paramList[i_img].imgName + ".json"; // Then retrieve the scene's parameters from its JSON file if (File.Exists(target)) { // Read the json from the file into a string string dataAsJson = File.ReadAllText(target); // Pass the json to JsonUtility, and tell it to create a GameData object from it SceneData loadedData = JsonUtility.FromJson <SceneData>(dataAsJson); CheckObjectsSet(); CheckObjectsNotNull(); m_camera = loadedData.GetCamera(m_camera); m_obj = loadedData.GetObject(m_obj); m_light = loadedData.GetLight(m_light); m_surface = loadedData.GetCylinder(m_surface); } else { Debug.Log(target); Debug.LogError("Cannot load game data!"); } }
static void Load_scene() { Scene aS = SceneManager.GetActiveScene(); GameObject[] go_array = aS.GetRootGameObjects(); List <String> pathList = readTextFile(Application.dataPath + "/SceneData/imageNames.txt"); string sd_path = Application.dataPath + "/SceneData/"; string target = sd_path + pathList[4] + ".json"; if (File.Exists(target)) { // Read the json from the file into a string string dataAsJson = File.ReadAllText(target); // Pass the json to JsonUtility, and tell it to create a GameData object from it SceneData loadedData = JsonUtility.FromJson <SceneData>(dataAsJson); GameObject camera = GameObject.Find("PBR Render Target"); GameObject obj = GameObject.FindWithTag("CompositionObject"); GameObject light = GameObject.Find("Directional Light"); GameObject cylinder = GameObject.Find("Cylinder"); camera = loadedData.GetCamera(camera); obj = loadedData.GetObject(obj); light = loadedData.GetLight(light); cylinder = loadedData.GetCylinder(cylinder); } else { Debug.Log(target); Debug.LogError("Cannot load game data!"); } }