/*global define*/
define([
'../Core/Color',
'../Core/defaultValue',
'../Core/freezeObject'
], function(
Color,
defaultValue,
freezeObject) {
"use strict";
/**
* Represents a command to the renderer for clearing a framebuffer.
*
* @private
*/
var ClearCommand = function(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
/**
* The value to clear the color buffer to. When undefined
, the color buffer is not cleared.
*
* @type {Color}
*
* @default undefined
*/
this.color = options.color;
/**
* The value to clear the depth buffer to. When undefined
, the depth buffer is not cleared.
*
* @type {Number}
*
* @default undefined
*/
this.depth = options.depth;
/**
* The value to clear the stencil buffer to. When undefined
, the stencil buffer is not cleared.
*
* @type {Number}
*
* @default undefined
*/
this.stencil = options.stencil;
/**
* The render state to apply when executing the clear command. The following states affect clearing:
* scissor test, color mask, depth mask, and stencil mask. When the render state is
* undefined
, the default render state is used.
*
* @type {RenderState}
*
* @default undefined
*
* @see Context#createRenderState
*/
this.renderState = options.renderState;
/**
* The framebuffer to clear.
*
* @type {Framebuffer}
*
* @default undefined
*/
this.framebuffer = options.framebuffer;
/**
* The object who created this command. This is useful for debugging command
* execution; it allows you to see who created a command when you only have a
* reference to the command, and can be used to selectively execute commands
* with {@link Scene#debugCommandFilter}.
*
* @type {Object}
*
* @default undefined
*
* @see Scene#debugCommandFilter
*/
this.owner = options.owner;
};
/**
* Clears color to (0.0, 0.0, 0.0, 0.0); depth to 1.0; and stencil to 0.
*
* @type {ClearCommand}
*
* @constant
*/
ClearCommand.ALL = freezeObject(new ClearCommand({
color : new Color(0.0, 0.0, 0.0, 0.0),
depth : 1.0,
stencil : 0.0
}));
ClearCommand.prototype.execute = function(context, passState) {
context.clear(this, passState);
};
return ClearCommand;
});