/*global define*/
define([
'../Renderer/WebGLConstants',
'./freezeObject'
], function(
WebGLConstants,
freezeObject) {
'use strict';
/**
* The format of a pixel, i.e., the number of components it has and what they represent.
*
* @exports PixelFormat
*/
var PixelFormat = {
/**
* A pixel format containing a depth value.
*
* @type {Number}
* @constant
*/
DEPTH_COMPONENT : WebGLConstants.DEPTH_COMPONENT,
/**
* A pixel format containing a depth and stencil value, most often used with {@link PixelDatatype.UNSIGNED_INT_24_8}.
*
* @type {Number}
* @constant
*/
DEPTH_STENCIL : WebGLConstants.DEPTH_STENCIL,
/**
* A pixel format containing an alpha channel.
*
* @type {Number}
* @constant
*/
ALPHA : WebGLConstants.ALPHA,
/**
* A pixel format containing red, green, and blue channels.
*
* @type {Number}
* @constant
*/
RGB : WebGLConstants.RGB,
/**
* A pixel format containing red, green, blue, and alpha channels.
*
* @type {Number}
* @constant
*/
RGBA : WebGLConstants.RGBA,
/**
* A pixel format containing a luminance (intensity) channel.
*
* @type {Number}
* @constant
*/
LUMINANCE : WebGLConstants.LUMINANCE,
/**
* A pixel format containing luminance (intensity) and alpha channels.
*
* @type {Number}
* @constant
*/
LUMINANCE_ALPHA : WebGLConstants.LUMINANCE_ALPHA,
/**
* @private
*/
validate : function(pixelFormat) {
return pixelFormat === PixelFormat.DEPTH_COMPONENT ||
pixelFormat === PixelFormat.DEPTH_STENCIL ||
pixelFormat === PixelFormat.ALPHA ||
pixelFormat === PixelFormat.RGB ||
pixelFormat === PixelFormat.RGBA ||
pixelFormat === PixelFormat.LUMINANCE ||
pixelFormat === PixelFormat.LUMINANCE_ALPHA;
},
/**
* @private
*/
isColorFormat : function(pixelFormat) {
return pixelFormat === PixelFormat.ALPHA ||
pixelFormat === PixelFormat.RGB ||
pixelFormat === PixelFormat.RGBA ||
pixelFormat === PixelFormat.LUMINANCE ||
pixelFormat === PixelFormat.LUMINANCE_ALPHA;
},
/**
* @private
*/
isDepthFormat : function(pixelFormat) {
return pixelFormat === PixelFormat.DEPTH_COMPONENT ||
pixelFormat === PixelFormat.DEPTH_STENCIL;
}
};
return freezeObject(PixelFormat);
});