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WebGLRenderer: Rename `reverseDepthBuffer`-> `reversedDepthBuffer` (#31407)

sunag 7 месяцев назад
Родитель
Сommit
c543bf7f85

+ 1 - 1
examples/webgl_reverse_depth_buffer.html

@@ -232,7 +232,7 @@
 				logarithmicComposer.addPass( new OutputPass() );
 
 				const reverseContainer = document.getElementById( 'container_reverse' );
-				reverseRenderer = new THREE.WebGLRenderer( { reverseDepthBuffer: true } );
+				reverseRenderer = new THREE.WebGLRenderer( { reversedDepthBuffer: true } );
 				reverseRenderer.setPixelRatio( window.devicePixelRatio );
 				reverseRenderer.setSize( 0.33 * window.innerWidth, window.innerHeight );
 				reverseRenderer.domElement.style.position = 'relative';

+ 2 - 2
examples/webgl_shadowmap.html

@@ -101,13 +101,13 @@
 
 				// RENDERER
 
-				renderer = new THREE.WebGLRenderer( { antialias: true, reverseDepthBuffer: true } );
+				renderer = new THREE.WebGLRenderer( { antialias: true, reversedDepthBuffer: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
 				renderer.setAnimationLoop( animate );
 				container.appendChild( renderer.domElement );
 
-				if ( renderer.capabilities.reverseDepthBuffer ) {
+				if ( renderer.capabilities.reversedDepthBuffer ) {
 
 					camera.reversedDepth = true;
 					camera.updateProjectionMatrix();

+ 7 - 7
src/renderers/WebGLRenderer.js

@@ -80,7 +80,7 @@ class WebGLRenderer {
 			preserveDrawingBuffer = false,
 			powerPreference = 'default',
 			failIfMajorPerformanceCaveat = false,
-			reverseDepthBuffer = false,
+			reversedDepthBuffer = false,
 		} = parameters;
 
 		/**
@@ -409,7 +409,7 @@ class WebGLRenderer {
 
 			state = new WebGLState( _gl, extensions );
 
-			if ( capabilities.reverseDepthBuffer && reverseDepthBuffer ) {
+			if ( capabilities.reversedDepthBuffer && reversedDepthBuffer ) {
 
 				state.buffers.depth.setReversed( true );
 
@@ -2380,12 +2380,12 @@ class WebGLRenderer {
 
 				// common camera uniforms
 
-				const reverseDepthBuffer = state.buffers.depth.getReversed();
+				const reversedDepthBuffer = state.buffers.depth.getReversed();
 
-				if ( reverseDepthBuffer && camera.reversedDepth !== true ) {
+				if ( reversedDepthBuffer && camera.reversedDepth !== true ) {
 
 					// @deprecated, r179
-					warnOnce( 'THREE.WebGLRenderer: reverseDepthBuffer must be used with "camera.reversedDepth = true;" for correct results. Automatic conversion will be removed in r189.' );
+					warnOnce( 'THREE.WebGLRenderer: reversedDepthBuffer must be used with "camera.reversedDepth = true;" for correct results. Automatic conversion will be removed in r189.' );
 
 					_currentProjectionMatrix.copy( camera.projectionMatrix );
 
@@ -3440,7 +3440,7 @@ class WebGLRenderer {
  * @property {boolean} [depth=true] Whether the drawing buffer has a depth buffer of at least 16 bits.
  * @property {boolean} [logarithmicDepthBuffer=false] Whether to use a logarithmic depth buffer. It may be necessary to use this if dealing with huge differences in scale in a single scene.
  * Note that this setting uses `gl_FragDepth` if available which disables the Early Fragment Test optimization and can cause a decrease in performance.
- * @property {boolean} [reverseDepthBuffer=false] Whether to use a reverse depth buffer. Requires the `EXT_clip_control` extension.
+ * @property {boolean} [reversedDepthBuffer=false] Whether to use a reverse depth buffer. Requires the `EXT_clip_control` extension.
  * This is a more faster and accurate version than logarithmic depth buffer.
  **/
 
@@ -3461,7 +3461,7 @@ class WebGLRenderer {
  * @property {number} maxVertexTextures - The number of textures that can be used in a vertex shader.
  * @property {number} maxVertexUniforms - The maximum number of uniforms that can be used in a vertex shader.
  * @property {string} precision - The shader precision currently being used by the renderer.
- * @property {boolean} reverseDepthBuffer - `true` if `reverseDepthBuffer` was set to `true` in the constructor
+ * @property {boolean} reversedDepthBuffer - `true` if `reversedDepthBuffer` was set to `true` in the constructor
  * and the rendering context supports `EXT_clip_control`.
  * @property {boolean} vertexTextures - `true` if vertex textures can be used.
  **/

+ 2 - 2
src/renderers/webgl/WebGLCapabilities.js

@@ -92,7 +92,7 @@ function WebGLCapabilities( gl, extensions, parameters, utils ) {
 	}
 
 	const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
-	const reverseDepthBuffer = parameters.reverseDepthBuffer === true && extensions.has( 'EXT_clip_control' );
+	const reversedDepthBuffer = parameters.reversedDepthBuffer === true && extensions.has( 'EXT_clip_control' );
 
 	const maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
 	const maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
@@ -120,7 +120,7 @@ function WebGLCapabilities( gl, extensions, parameters, utils ) {
 
 		precision: precision,
 		logarithmicDepthBuffer: logarithmicDepthBuffer,
-		reverseDepthBuffer: reverseDepthBuffer,
+		reversedDepthBuffer: reversedDepthBuffer,
 
 		maxTextures: maxTextures,
 		maxVertexTextures: maxVertexTextures,

+ 2 - 2
src/renderers/webgl/WebGLProgram.js

@@ -652,7 +652,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
 			parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
 
 			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
-			parameters.reverseDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '',
+			parameters.reversedDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '',
 
 			'uniform mat4 modelMatrix;',
 			'uniform mat4 modelViewMatrix;',
@@ -819,7 +819,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
 			parameters.decodeVideoTextureEmissive ? '#define DECODE_VIDEO_TEXTURE_EMISSIVE' : '',
 
 			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
-			parameters.reverseDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '',
+			parameters.reversedDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '',
 
 			'uniform mat4 viewMatrix;',
 			'uniform vec3 cameraPosition;',

+ 3 - 3
src/renderers/webgl/WebGLPrograms.js

@@ -108,7 +108,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
 		}
 
 		const currentRenderTarget = renderer.getRenderTarget();
-		const reverseDepthBuffer = renderer.state.buffers.depth.getReversed();
+		const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
 
 		const IS_INSTANCEDMESH = object.isInstancedMesh === true;
 		const IS_BATCHEDMESH = object.isBatchedMesh === true;
@@ -306,7 +306,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
 
 			sizeAttenuation: material.sizeAttenuation === true,
 			logarithmicDepthBuffer: logarithmicDepthBuffer,
-			reverseDepthBuffer: reverseDepthBuffer,
+			reversedDepthBuffer: reversedDepthBuffer,
 
 			skinning: object.isSkinnedMesh === true,
 
@@ -529,7 +529,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
 			_programLayers.enable( 2 );
 		if ( parameters.logarithmicDepthBuffer )
 			_programLayers.enable( 3 );
-		if ( parameters.reverseDepthBuffer )
+		if ( parameters.reversedDepthBuffer )
 			_programLayers.enable( 4 );
 		if ( parameters.skinning )
 			_programLayers.enable( 5 );

+ 1 - 1
src/renderers/webgl/WebGLShadowMap.js

@@ -151,7 +151,7 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
 				shadow.map.texture.name = light.name + '.shadowMap';
 
 				// @deprecated, r179
-				if ( capabilities.reverseDepthBuffer === true && camera.reversedDepth === false ) {
+				if ( capabilities.reversedDepthBuffer === true && camera.reversedDepth === false ) {
 
 					shadow.camera.reversedDepth = true;
 

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