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graphic-o3d-samples-io-dynamic-lights.js / js



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@fileoverview Manage all the dynamic lights in a level.

  
  
  var s_light_array = new Array();
  var s_number_of_lights_in_scene = 0;
  
  var s_number_of_lights_in_program = 0;
  var s_light_parameter_array = new Array();
  
  // Call this before any UpdateLightsInProgram.
  function InitializeLightParameters(context, number_of_lights) {
    s_number_of_lights_in_program = number_of_lights;
    for (var l = 0; l < number_of_lights; ++l) {
      s_light_parameter_array[l] = {};
      s_light_parameter_array[l].location = context.createParam(
          'light' + l + '_location', 'ParamFloat3');
      s_light_parameter_array[l].location.value = [0, 0, 0];
  
      // For the light, the final color parameter is the attentuation.
      s_light_parameter_array[l].color = context.createParam(
          'light' + l + '_color', 'ParamFloat4');
      s_light_parameter_array[l].color.value = [0, 0, 0, 1];
    }
  }
  
  // Returns the index of the new light for future manipulation.
  // World location and color should be arrays.
  // These will be assigned to Param objects.
  function AddLight(world_location, color) {
    var light_index = s_number_of_lights_in_scene++;
    s_light_array[light_index] = {};
    s_light_array[light_index].location = world_location;
    s_light_array[light_index].color = color;
    return light_index;
  }
  
  // Sets the shader parameters to render using the closest lights
  // to the 'focus' (whatever's passed in).
  // |focus_location| must provide .x, .y, and .z for determining the
  //                  distance to each light.
  function UpdateLightsInProgram(focus_location) {
    // TODO: Modulate the lights' color / add behaviors for the lights.
    var lights_to_render = new Array();
    for (var i = 0; i < s_number_of_lights_in_program; ++i) {
      lights_to_render[i] = {};
      lights_to_render[i].distance = 10000000000000.0; // Arbitrary large number.
      lights_to_render[i].index = -1;
    }
    var number_of_lights = s_number_of_lights_in_scene;
    for (var l = 0; l < number_of_lights; ++l) {
      var x_diff = s_light_array[l].location.x - focus_location.x;
      var y_diff = s_light_array[l].location.y - focus_location.y;
      // TODO: This should be focus_location.z, but the avatar's location that is
      // passed in is offset from the world coordinates.  For our relatively flat
      // levels, this works more predictably.
      var z_diff = s_light_array[l].location.z - 0;
      var distance_to_focus = x_diff * x_diff + y_diff * y_diff + z_diff * z_diff;
      // This may change if we assign to an entry early in the list.
      var index_to_assign = l;
      for (var i = 0; i < s_number_of_lights_in_program; ++i) {
        if (distance_to_focus < lights_to_render[i].distance) {
          // Swap the index into this entry.  We will percolate the
          // light up.
          var replaced_index = lights_to_render[i].index;
          lights_to_render[i].index = index_to_assign;
          index_to_assign = replaced_index;
  
          var replaced_distance = lights_to_render[i].distance;
          lights_to_render[i].distance = distance_to_focus;
          distance_to_focus = replaced_distance;
        }
        if (index_to_assign < 0) {
          break;
        }
      }
    }
  
    // Finally, assign to the actual shader parameters.
    for (var i = 0; i < s_number_of_lights_in_program; ++i) {
      var light_index = lights_to_render[i].index;
      if (light_index >= 0) {
        s_light_parameter_array[i].location.value =
            s_light_array[light_index].location;
        s_light_parameter_array[i].color.value =
            s_light_array[light_index].color;
      }
    }
  }
  
  


(C) Æliens 20/2/2008

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