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/*
* 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);
};
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