/* * Copyright 2010, Google Inc. * 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 Google Inc. 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 * OWNER 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. */ /** * A ClearBuffer is a render node that clears the color buffer, zbuffer and/or * stencil buffer of the current render target. * * @constructor */ o3d.ClearBuffer = function() { o3d.RenderNode.call(this); /** * The color to clear the buffer in RGBA Float4 format. * @type {!o3d.Float4} */ this.clearColor = [0, 0, 0, 1]; /** * true clears the current render target's color buffer to the clear color. * false does not clear the color buffer. * @type {boolean} */ this.clearColorFlag = true; /** * The value to clear the depth buffer (0.0 - 1.0) * @type {number} */ this.clearDepth = 1; /** * true clears the current render target's depth buffer to the clear depth * value. false does not clear the depth buffer. * @type {boolean} */ this.clearDepthFlag = true; /** * The value to clear the stencil buffer to (0 - 255). * @type {number} */ this.clearStencil = 0; /** * true clears the current render target's stencil buffer to the clear stencil * value. false does not clear the stencil buffer * @type {boolean} */ this.clearStencilFlag = true; }; o3d.inherit('ClearBuffer', 'RenderNode'); o3d.ParamObject.setUpO3DParam_(o3d.ClearBuffer, 'clearColor', 'ParamFloat4'); o3d.ParamObject.setUpO3DParam_(o3d.ClearBuffer, 'clearColorFlag', 'ParamBoolean'); o3d.ParamObject.setUpO3DParam_(o3d.ClearBuffer, 'clearDepth', 'ParamFloat'); o3d.ParamObject.setUpO3DParam_(o3d.ClearBuffer, 'clearDepthFlag', 'ParamBoolean'); o3d.ParamObject.setUpO3DParam_(o3d.ClearBuffer, 'clearStencil', 'ParamInteger'); o3d.ParamObject.setUpO3DParam_(o3d.ClearBuffer, 'clearStencilFlag', 'ParamBoolean'); /** * Function called in the render graph traversal before the children are * rendered. */ o3d.ClearBuffer.prototype.before = function() { var flags = 0; this.gl.clearColor( this.clearColor[0], this.clearColor[1], this.clearColor[2], this.clearColor[3]); this.gl.clearDepth(this.clearDepth); this.gl.clearStencil(this.clearStencil); if (this.clearColorFlag) flags = flags | this.gl.COLOR_BUFFER_BIT; if (this.clearDepthFlag) flags = flags | this.gl.DEPTH_BUFFER_BIT; if (this.clearStencilFlag) flags = flags | this.gl.STENCIL_BUFFER_BIT; this.gl.clear(flags); };