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/* <copyright>
This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
(c) Copyright 2011 Motorola Mobility, Inc.  All Rights Reserved.
</copyright> */

// manage light links

function LightManager( 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 = 
	[
		createLightNode("default0"),
		createLightNode("default1"),
		createLightNode("default2"),
		createLightNode("default3")
	];
}

/*
 *  configuration function called when loading the scene
 */
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);
  }
  

}

LightManager.prototype.getLightsForMesh = function(mesh) { return this.meshToLight[mesh]; }