topical media & game development
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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