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authorValerio Virgillito2012-04-04 15:58:49 -0700
committerValerio Virgillito2012-04-04 15:58:49 -0700
commit347b4179be5581841fc94825dcb18901e625c670 (patch)
tree93556d56b049aa47c615a8b58add230cd96da166 /js/helper-classes/RDGE/src/core/script/lightmanager.js
parent9f1806a7134ec4744a8009e6a7467f5cea04cabf (diff)
parente721a7c1009f298a1bd8fea583da14535e039880 (diff)
downloadninja-347b4179be5581841fc94825dcb18901e625c670.tar.gz
Merge branch 'refs/heads/master' into components
Diffstat (limited to 'js/helper-classes/RDGE/src/core/script/lightmanager.js')
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/lightmanager.js148
1 files changed, 73 insertions, 75 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/lightmanager.js b/js/helper-classes/RDGE/src/core/script/lightmanager.js
index 7d76ef90..f92017ce 100755
--- a/js/helper-classes/RDGE/src/core/script/lightmanager.js
+++ b/js/helper-classes/RDGE/src/core/script/lightmanager.js
@@ -4,94 +4,92 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot
4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. 4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
5</copyright> */ 5</copyright> */
6 6
7// RDGE namespaces
8var RDGE = RDGE || {};
9
7// manage light links 10// manage light links
11RDGE.LightManager = function (lightUniformList) {
12 // build a list of all light uniforms, contains a list of light uniform lists
13 this.lightUniforms = [[], [], [], []];
14
15 // bucket the uniforms lists
16 for (var l in lightUniformList) {
17 // starts with
18 if (l.indexOf("u_light0") == 0) {
19 this.lightUniforms[0][l] = l;
20 }
21 else if (l.indexOf("u_light1") == 0) {
22 this.lightUniforms[1][l] = l;
23 }
24 else if (l.indexOf("u_light2") == 0) {
25 this.lightUniforms[2][l] = l;
26 }
27 else if (l.indexOf("u_light3") == 0) {
28 this.lightUniforms[3][l] = l;
29 }
30 }
8 31
9function LightManager( lightUniformList ) 32 // maps (takes a string returns an object)
10{ 33 this.lightToMesh = []; // pass light name, returns light of meshes
11 // build a list of all light uniforms, contains a list of light uniform lists 34 this.meshToLight = []; // pass mesh name, returns list of lights
12 this.lightUniforms = [ [], [], [], [] ];
13
14 // bucket the uniforms lists
15 for(var l in lightUniformList)
16 {
17 // starts with
18 if(l.indexOf("u_light0") == 0)
19 {
20 this.lightUniforms[0][l] = l;
21 }
22 else if(l.indexOf("u_light1") == 0)
23 {
24 this.lightUniforms[1][l] = l;
25 }
26 else if(l.indexOf("u_light2") == 0)
27 {
28 this.lightUniforms[2][l] = l;
29 }
30 else if(l.indexOf("u_light3") == 0)
31 {
32 this.lightUniforms[3][l] = l;
33 }
34 }
35
36 // maps (takes a string returns an object)
37 this.lightToMesh =[]; // pass light name, returns light of meshes
38 this.meshToLight =[]; // pass mesh name, returns list of lights
39 35
40 // list of light objects by type 36 // list of light objects by type
41 this.dirLights=[]; 37 this.dirLights = [];
42 this.pointLights=[]; 38 this.pointLights = [];
43 this.spotLights = []; 39 this.spotLights = [];
44 this.ambLights = []; 40 this.ambLights = [];
45 this.unknLights = []; 41 this.unknLights = [];
46 42
47 // light types 43 // light types
48 this.typePointLight = "point_light"; 44 this.typePointLight = "point_light";
49 this.typeSpotLight = "spot_light"; 45 this.typeSpotLight = "spot_light";
50 this.typeAmbLight = "amb_light"; 46 this.typeAmbLight = "amb_light";
51 this.typeDirLight = "dir_light"; 47 this.typeDirLight = "dir_light";
52 48
53 this.defaultLights = 49 this.defaultLights =
54 [ 50 [
55 createLightNode("default0"), 51 RDGE.createLightNode("default0"),
56 createLightNode("default1"), 52 RDGE.createLightNode("default1"),
57 createLightNode("default2"), 53 RDGE.createLightNode("default2"),
58 createLightNode("default3") 54 RDGE.createLightNode("default3")
59 ]; 55 ];
60} 56};
61 57
62/* 58/*
63 * configuration function called when loading the scene 59* configuration function called when loading the scene
64 */ 60*/
65LightManager.prototype.setMapping = function(theLightNode, theLinks) { 61RDGE.LightManager.prototype.setMapping = function (theLightNode, theLinks) {
66 this.lightToMesh[theLightNode.name] = theLinks; 62 this.lightToMesh[theLightNode.name] = theLinks;
67 63
68 for (var lghtIdx = 0; lghtIdx < theLinks.length; lghtIdx++) { 64 for (var lghtIdx = 0; lghtIdx < theLinks.length; lghtIdx++) {
69 var lightList = this.meshToLight[theLinks[lghtIdx]]; // check if mapping list exists 65 var lightList = this.meshToLight[theLinks[lghtIdx]]; // check if mapping list exists
70 66
71 if (lightList !== undefined) { 67 if (lightList !== undefined) {
72 lightList.push(theLightNode); 68 lightList.push(theLightNode);
73 } else { 69 } else {
74 // create new light list and add light list mapping 70 // create new light list and add light list mapping
75 lightList = []; 71 lightList = [];
76 lightList.push(theLightNode); 72 lightList.push(theLightNode);
77 this.meshToLight[theLinks[lghtIdx]] = lightList; 73 this.meshToLight[theLinks[lghtIdx]] = lightList;
78 74
75 }
76 }
77
78 if (theLightNode.typeName == this.typePointLight) {
79 this.pointLights.push(theLightNode);
80 } else if (theLightNode.typeName == this.typeSpotLight) {
81 this.spotLights.push(theLightNode);
82 } else if (theLightNode.typeName == this.typeAmbLight) {
83 this.ambLights.push(theLightNode);
84 } else if (theLightNode.typeName == this.typeDirLight) {
85 this.dirLights.push(theLightNode);
86 } else {
87 this.unknLights.push(theLightNode);
79 } 88 }
80 }
81 89
82 if (theLightNode.typeName == this.typePointLight) {
83 this.pointLights.push(theLightNode);
84 } else if (theLightNode.typeName == this.typeSpotLight) {
85 this.spotLights.push(theLightNode);
86 } else if (theLightNode.typeName == this.typeAmbLight) {
87 this.ambLights.push(theLightNode);
88 } else if (theLightNode.typeName == this.typeDirLight) {
89 this.dirLights.push(theLightNode);
90 }else{
91 this.unknLights.push(theLightNode);
92 }
93
94 90
95} 91};
96 92
97LightManager.prototype.getLightsForMesh = function(mesh) { return this.meshToLight[mesh]; } 93RDGE.LightManager.prototype.getLightsForMesh = function (mesh) {
94 return this.meshToLight[mesh];
95};