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/**
* @author Mugen87 / https://github.com/Mugen87
*/
import { WebGLLights } from './WebGLLights.js';
function WebGLRenderState() {
var lights = new WebGLLights();
var lightsArray = [];
var shadowsArray = [];
function init() {
lightsArray.length = 0;
shadowsArray.length = 0;
}
function pushLight( light ) {
lightsArray.push( light );
}
function pushShadow( shadowLight ) {
shadowsArray.push( shadowLight );
}
function setupLights( camera ) {
lights.setup( lightsArray, shadowsArray, camera );
}
var state = {
lightsArray: lightsArray,
shadowsArray: shadowsArray,
lights: lights
};
return {
init: init,
state: state,
setupLights: setupLights,
pushLight: pushLight,
pushShadow: pushShadow
};
}
function WebGLRenderStates() {
var renderStates = {};
function onSceneDispose( event ) {
var scene = event.target;
scene.removeEventListener( 'dispose', onSceneDispose );
delete renderStates[ scene.id ];
}
function get( scene, camera ) {
var renderState;
if ( renderStates[ scene.id ] === undefined ) {
renderState = new WebGLRenderState();
renderStates[ scene.id ] = {};
renderStates[ scene.id ][ camera.id ] = renderState;
scene.addEventListener( 'dispose', onSceneDispose );
} else {
if ( renderStates[ scene.id ][ camera.id ] === undefined ) {
renderState = new WebGLRenderState();
renderStates[ scene.id ][ camera.id ] = renderState;
} else {
renderState = renderStates[ scene.id ][ camera.id ];
}
}
return renderState;
}
function dispose() {
renderStates = {};
}
return {
get: get,
dispose: dispose
};
}
export { WebGLRenderStates };
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