Source: Renderer/DrawCommand.js

/*global define*/
define([
        '../Core/defaultValue',
        '../Core/defined',
        '../Core/defineProperties',
        '../Core/PrimitiveType'
    ], function(
        defaultValue,
        defined,
        defineProperties,
        PrimitiveType) {
    'use strict';

    /**
     * Represents a command to the renderer for drawing.
     *
     * @private
     */
    function DrawCommand(options) {
        options = defaultValue(options, defaultValue.EMPTY_OBJECT);

        this._boundingVolume = options.boundingVolume;
        this._orientedBoundingBox = options.orientedBoundingBox;
        this._cull = defaultValue(options.cull, true);
        this._modelMatrix = options.modelMatrix;
        this._primitiveType = defaultValue(options.primitiveType, PrimitiveType.TRIANGLES);
        this._vertexArray = options.vertexArray;
        this._count = options.count;
        this._offset = defaultValue(options.offset, 0);
        this._instanceCount = defaultValue(options.instanceCount, 0);
        this._shaderProgram = options.shaderProgram;
        this._uniformMap = options.uniformMap;
        this._renderState = options.renderState;
        this._framebuffer = options.framebuffer;
        this._pass = options.pass;
        this._executeInClosestFrustum = defaultValue(options.executeInClosestFrustum, false);
        this._owner = options.owner;
        this._debugShowBoundingVolume = defaultValue(options.debugShowBoundingVolume, false);
        this._debugOverlappingFrustums = 0;
        this._castShadows = defaultValue(options.castShadows, false);
        this._receiveShadows = defaultValue(options.receiveShadows, false);
        
        this.dirty = true;
        this.lastDirtyTime = 0;

        /**
         * @private
         */
        this.derivedCommands = {};
    }

    defineProperties(DrawCommand.prototype, {
        /**
         * The bounding volume of the geometry in world space.  This is used for culling and frustum selection.
         * <p>
         * For best rendering performance, use the tightest possible bounding volume.  Although
         * <code>undefined</code> is allowed, always try to provide a bounding volume to
         * allow the tightest possible near and far planes to be computed for the scene, and
         * minimize the number of frustums needed.
         * </p>
         *
         * @type {Object}
         * @default undefined
         *
         * @see DrawCommand#debugShowBoundingVolume
         */
        boundingVolume : {
            get : function() {
                return this._boundingVolume;
            },
            set : function(value) {
                if (this._boundingVolume !== value) {
                    this._boundingVolume = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * The oriented bounding box of the geometry in world space. If this is defined, it is used instead of
         * {@link DrawCommand#boundingVolume} for plane intersection testing.
         *
         * @type {OrientedBoundingBox}
         * @default undefined
         *
         * @see DrawCommand#debugShowBoundingVolume
         */
        orientedBoundingBox : {
            get : function() {
                return this._orientedBoundingBox;
            },
            set : function(value) {
                if (this._orientedBoundingBox !== value) {
                    this._orientedBoundingBox = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * When <code>true</code>, the renderer frustum and horizon culls the command based on its {@link DrawCommand#boundingVolume}.
         * If the command was already culled, set this to <code>false</code> for a performance improvement.
         *
         * @type {Boolean}
         * @default true
         */
        cull : {
            get : function() {
                return this._cull;
            },
            set : function(value) {
                if (this._cull !== value) {
                    this._cull = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * The transformation from the geometry in model space to world space.
         * <p>
         * When <code>undefined</code>, the geometry is assumed to be defined in world space.
         * </p>
         *
         * @type {Matrix4}
         * @default undefined
         */
        modelMatrix : {
            get : function() {
                return this._modelMatrix;
            },
            set : function(value) {
                if (this._modelMatrix !== value) {
                    this._modelMatrix = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * The type of geometry in the vertex array.
         *
         * @type {PrimitiveType}
         * @default PrimitiveType.TRIANGLES
         */
        primitiveType : {
            get : function() {
                return this._primitiveType;
            },
            set : function(value) {
                if (this._primitiveType !== value) {
                    this._primitiveType = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * The vertex array.
         *
         * @type {VertexArray}
         * @default undefined
         */
        vertexArray : {
            get : function() {
                return this._vertexArray;
            },
            set : function(value) {
                if (this._vertexArray !== value) {
                    this._vertexArray = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * The number of vertices to draw in the vertex array.
         *
         * @type {Number}
         * @default undefined
         */
        count : {
            get : function() {
                return this._count;
            },
            set : function(value) {
                if (this._count !== value) {
                    this._count = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * The offset to start drawing in the vertex array.
         *
         * @type {Number}
         * @default 0
         */
        offset : {
            get : function() {
                return this._offset;
            },
            set : function(value) {
                if (this._offset !== value) {
                    this._offset = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * The number of instances to draw.
         *
         * @type {Number}
         * @default 0
         */
        instanceCount : {
            get : function() {
                return this._instanceCount;
            },
            set : function(value) {
                if (this._instanceCount !== value) {
                    this._instanceCount = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * The shader program to apply.
         *
         * @type {ShaderProgram}
         * @default undefined
         */
        shaderProgram : {
            get : function() {
                return this._shaderProgram;
            },
            set : function(value) {
                if (this._shaderProgram !== value) {
                    this._shaderProgram = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * Whether this command should cast shadows when shadowing is enabled.
         *
         * @type {Boolean}
         * @default false
         */
        castShadows : {
            get : function() {
                return this._castShadows;
            },
            set : function(value) {
                if (this._castShadows !== value) {
                    this._castShadows = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * Whether this command should receive shadows when shadowing is enabled.
         *
         * @type {Boolean}
         * @default false
         */
        receiveShadows : {
            get : function() {
                return this._receiveShadows;
            },
            set : function(value) {
                if (this._receiveShadows !== value) {
                    this._receiveShadows = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * An object with functions whose names match the uniforms in the shader program
         * and return values to set those uniforms.
         *
         * @type {Object}
         * @default undefined
         */
        uniformMap : {
            get : function() {
                return this._uniformMap;
            },
            set : function(value) {
                if (this._uniformMap !== value) {
                    this._uniformMap = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * The render state.
         *
         * @type {RenderState}
         * @default undefined
         */
        renderState : {
            get : function() {
                return this._renderState;
            },
            set : function(value) {
                if (this._renderState !== value) {
                    this._renderState = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * The framebuffer to draw to.
         *
         * @type {Framebuffer}
         * @default undefined
         */
        framebuffer : {
            get : function() {
                return this._framebuffer;
            },
            set : function(value) {
                if (this._framebuffer !== value) {
                    this._framebuffer = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * The pass when to render.
         *
         * @type {Pass}
         * @default undefined
         */
        pass : {
            get : function() {
                return this._pass;
            },
            set : function(value) {
                if (this._pass !== value) {
                    this._pass = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * Specifies if this command is only to be executed in the frustum closest
         * to the eye containing the bounding volume. Defaults to <code>false</code>.
         *
         * @type {Boolean}
         * @default false
         */
        executeInClosestFrustum : {
            get : function() {
                return this._executeInClosestFrustum;
            },
            set : function(value) {
                if (this._executeInClosestFrustum !== value) {
                    this._executeInClosestFrustum = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * The object who created this command.  This is useful for debugging command
         * execution; it allows us to see who created a command when we 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
         */
        owner : {
            get : function() {
                return this._owner;
            },
            set : function(value) {
                if (this._owner !== value) {
                    this._owner = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * This property is for debugging only; it is not for production use nor is it optimized.
         * <p>
         * Draws the {@link DrawCommand#boundingVolume} for this command, assuming it is a sphere, when the command executes.
         * </p>
         *
         * @type {Boolean}
         * @default false
         *
         * @see DrawCommand#boundingVolume
         */
        debugShowBoundingVolume : {
            get : function() {
                return this._debugShowBoundingVolume;
            },
            set : function(value) {
                if (this._debugShowBoundingVolume !== value) {
                    this._debugShowBoundingVolume = value;
                    this.dirty = true;
                }
            }
        },

        /**
         * Used to implement Scene.debugShowFrustums.
         * @private
         */
        debugOverlappingFrustums : {
            get : function() {
                return this._debugOverlappingFrustums;
            },
            set : function(value) {
                if (this._debugOverlappingFrustums !== value) {
                    this._debugOverlappingFrustums = value;
                    this.dirty = true;
                }
            }
        }
    });

    /**
     * @private
     */
    DrawCommand.shallowClone = function(command, result) {
        if (!defined(command)) {
            return undefined;
        }
        if (!defined(result)) {
            result = new DrawCommand();
        }

        result._boundingVolume = command._boundingVolume;
        result._orientedBoundingBox = command._orientedBoundingBox;
        result._cull = command._cull;
        result._modelMatrix = command._modelMatrix;
        result._primitiveType = command._primitiveType;
        result._vertexArray = command._vertexArray;
        result._count = command._count;
        result._offset = command._offset;
        result._instanceCount = command._instanceCount;
        result._shaderProgram = command._shaderProgram;
        result._uniformMap = command._uniformMap;
        result._renderState = command._renderState;
        result._framebuffer = command._framebuffer;
        result._pass = command._pass;
        result._executeInClosestFrustum = command._executeInClosestFrustum;
        result._owner = command._owner;
        result._debugShowBoundingVolume = command._debugShowBoundingVolume;
        result._debugOverlappingFrustums = command._debugOverlappingFrustums;
        result._castShadows = command._castShadows;
        result._receiveShadows = command._receiveShadows;
        
        result.dirty = true;
        result.lastDirtyTime = 0;

        return result;
    };

    /**
     * Executes the draw command.
     *
     * @param {Context} context The renderer context in which to draw.
     * @param {PassState} [passState] The state for the current render pass.
     */
    DrawCommand.prototype.execute = function(context, passState) {
        context.draw(this, passState);
    };

    return DrawCommand;
});