/* Copyright (c) 2012, Motorola Mobility LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of Motorola Mobility LLC nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ // RDGE namespaces var RDGE = RDGE || {}; // manage light links RDGE.LightManager = function (lightUniformList) { // build a list of all light uniforms, contains a list of light uniform lists this.lightUniforms = [[], [], [], []]; // bucket the uniforms lists for (var l in lightUniformList) { // starts with if (l.indexOf("u_light0") == 0) { this.lightUniforms[0][l] = l; } else if (l.indexOf("u_light1") == 0) { this.lightUniforms[1][l] = l; } else if (l.indexOf("u_light2") == 0) { this.lightUniforms[2][l] = l; } else if (l.indexOf("u_light3") == 0) { this.lightUniforms[3][l] = l; } } // maps (takes a string returns an object) this.lightToMesh = []; // pass light name, returns light of meshes this.meshToLight = []; // pass mesh name, returns list of lights // list of light objects by type this.dirLights = []; this.pointLights = []; this.spotLights = []; this.ambLights = []; this.unknLights = []; // light types this.typePointLight = "point_light"; this.typeSpotLight = "spot_light"; this.typeAmbLight = "amb_light"; this.typeDirLight = "dir_light"; this.defaultLights = [ RDGE.createLightNode("default0"), RDGE.createLightNode("default1"), RDGE.createLightNode("default2"), RDGE.createLightNode("default3") ]; }; /* * configuration function called when loading the scene */ RDGE.LightManager.prototype.setMapping = function (theLightNode, theLinks) { this.lightToMesh[theLightNode.name] = theLinks; for (var lghtIdx = 0; lghtIdx < theLinks.length; lghtIdx++) { var lightList = this.meshToLight[theLinks[lghtIdx]]; // check if mapping list exists if (lightList !== undefined) { lightList.push(theLightNode); } else { // create new light list and add light list mapping lightList = []; lightList.push(theLightNode); this.meshToLight[theLinks[lghtIdx]] = lightList; } } if (theLightNode.typeName == this.typePointLight) { this.pointLights.push(theLightNode); } else if (theLightNode.typeName == this.typeSpotLight) { this.spotLights.push(theLightNode); } else if (theLightNode.typeName == this.typeAmbLight) { this.ambLights.push(theLightNode); } else if (theLightNode.typeName == this.typeDirLight) { this.dirLights.push(theLightNode); } else { this.unknLights.push(theLightNode); } }; RDGE.LightManager.prototype.getLightsForMesh = function (mesh) { return this.meshToLight[mesh]; };