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WebGLRenderer: Rename reverseDepthBuffer-> reversedDepthBuffer (#31407)
1 parent b9041d3 commit c543bf7

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7 files changed

+18
-18
lines changed

7 files changed

+18
-18
lines changed

examples/webgl_reverse_depth_buffer.html

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -232,7 +232,7 @@
232232
logarithmicComposer.addPass( new OutputPass() );
233233

234234
const reverseContainer = document.getElementById( 'container_reverse' );
235-
reverseRenderer = new THREE.WebGLRenderer( { reverseDepthBuffer: true } );
235+
reverseRenderer = new THREE.WebGLRenderer( { reversedDepthBuffer: true } );
236236
reverseRenderer.setPixelRatio( window.devicePixelRatio );
237237
reverseRenderer.setSize( 0.33 * window.innerWidth, window.innerHeight );
238238
reverseRenderer.domElement.style.position = 'relative';

examples/webgl_shadowmap.html

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -101,13 +101,13 @@
101101

102102
// RENDERER
103103

104-
renderer = new THREE.WebGLRenderer( { antialias: true, reverseDepthBuffer: true } );
104+
renderer = new THREE.WebGLRenderer( { antialias: true, reversedDepthBuffer: true } );
105105
renderer.setPixelRatio( window.devicePixelRatio );
106106
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
107107
renderer.setAnimationLoop( animate );
108108
container.appendChild( renderer.domElement );
109109

110-
if ( renderer.capabilities.reverseDepthBuffer ) {
110+
if ( renderer.capabilities.reversedDepthBuffer ) {
111111

112112
camera.reversedDepth = true;
113113
camera.updateProjectionMatrix();

src/renderers/WebGLRenderer.js

Lines changed: 7 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -80,7 +80,7 @@ class WebGLRenderer {
8080
preserveDrawingBuffer = false,
8181
powerPreference = 'default',
8282
failIfMajorPerformanceCaveat = false,
83-
reverseDepthBuffer = false,
83+
reversedDepthBuffer = false,
8484
} = parameters;
8585

8686
/**
@@ -409,7 +409,7 @@ class WebGLRenderer {
409409

410410
state = new WebGLState( _gl, extensions );
411411

412-
if ( capabilities.reverseDepthBuffer && reverseDepthBuffer ) {
412+
if ( capabilities.reversedDepthBuffer && reversedDepthBuffer ) {
413413

414414
state.buffers.depth.setReversed( true );
415415

@@ -2380,12 +2380,12 @@ class WebGLRenderer {
23802380

23812381
// common camera uniforms
23822382

2383-
const reverseDepthBuffer = state.buffers.depth.getReversed();
2383+
const reversedDepthBuffer = state.buffers.depth.getReversed();
23842384

2385-
if ( reverseDepthBuffer && camera.reversedDepth !== true ) {
2385+
if ( reversedDepthBuffer && camera.reversedDepth !== true ) {
23862386

23872387
// @deprecated, r179
2388-
warnOnce( 'THREE.WebGLRenderer: reverseDepthBuffer must be used with "camera.reversedDepth = true;" for correct results. Automatic conversion will be removed in r189.' );
2388+
warnOnce( 'THREE.WebGLRenderer: reversedDepthBuffer must be used with "camera.reversedDepth = true;" for correct results. Automatic conversion will be removed in r189.' );
23892389

23902390
_currentProjectionMatrix.copy( camera.projectionMatrix );
23912391

@@ -3440,7 +3440,7 @@ class WebGLRenderer {
34403440
* @property {boolean} [depth=true] Whether the drawing buffer has a depth buffer of at least 16 bits.
34413441
* @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.
34423442
* Note that this setting uses `gl_FragDepth` if available which disables the Early Fragment Test optimization and can cause a decrease in performance.
3443-
* @property {boolean} [reverseDepthBuffer=false] Whether to use a reverse depth buffer. Requires the `EXT_clip_control` extension.
3443+
* @property {boolean} [reversedDepthBuffer=false] Whether to use a reverse depth buffer. Requires the `EXT_clip_control` extension.
34443444
* This is a more faster and accurate version than logarithmic depth buffer.
34453445
**/
34463446

@@ -3461,7 +3461,7 @@ class WebGLRenderer {
34613461
* @property {number} maxVertexTextures - The number of textures that can be used in a vertex shader.
34623462
* @property {number} maxVertexUniforms - The maximum number of uniforms that can be used in a vertex shader.
34633463
* @property {string} precision - The shader precision currently being used by the renderer.
3464-
* @property {boolean} reverseDepthBuffer - `true` if `reverseDepthBuffer` was set to `true` in the constructor
3464+
* @property {boolean} reversedDepthBuffer - `true` if `reversedDepthBuffer` was set to `true` in the constructor
34653465
* and the rendering context supports `EXT_clip_control`.
34663466
* @property {boolean} vertexTextures - `true` if vertex textures can be used.
34673467
**/

src/renderers/webgl/WebGLCapabilities.js

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -92,7 +92,7 @@ function WebGLCapabilities( gl, extensions, parameters, utils ) {
9292
}
9393

9494
const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
95-
const reverseDepthBuffer = parameters.reverseDepthBuffer === true && extensions.has( 'EXT_clip_control' );
95+
const reversedDepthBuffer = parameters.reversedDepthBuffer === true && extensions.has( 'EXT_clip_control' );
9696

9797
const maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
9898
const maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
@@ -120,7 +120,7 @@ function WebGLCapabilities( gl, extensions, parameters, utils ) {
120120

121121
precision: precision,
122122
logarithmicDepthBuffer: logarithmicDepthBuffer,
123-
reverseDepthBuffer: reverseDepthBuffer,
123+
reversedDepthBuffer: reversedDepthBuffer,
124124

125125
maxTextures: maxTextures,
126126
maxVertexTextures: maxVertexTextures,

src/renderers/webgl/WebGLProgram.js

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -652,7 +652,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
652652
parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
653653

654654
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
655-
parameters.reverseDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '',
655+
parameters.reversedDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '',
656656

657657
'uniform mat4 modelMatrix;',
658658
'uniform mat4 modelViewMatrix;',
@@ -819,7 +819,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
819819
parameters.decodeVideoTextureEmissive ? '#define DECODE_VIDEO_TEXTURE_EMISSIVE' : '',
820820

821821
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
822-
parameters.reverseDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '',
822+
parameters.reversedDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '',
823823

824824
'uniform mat4 viewMatrix;',
825825
'uniform vec3 cameraPosition;',

src/renderers/webgl/WebGLPrograms.js

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -108,7 +108,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
108108
}
109109

110110
const currentRenderTarget = renderer.getRenderTarget();
111-
const reverseDepthBuffer = renderer.state.buffers.depth.getReversed();
111+
const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
112112

113113
const IS_INSTANCEDMESH = object.isInstancedMesh === true;
114114
const IS_BATCHEDMESH = object.isBatchedMesh === true;
@@ -306,7 +306,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
306306

307307
sizeAttenuation: material.sizeAttenuation === true,
308308
logarithmicDepthBuffer: logarithmicDepthBuffer,
309-
reverseDepthBuffer: reverseDepthBuffer,
309+
reversedDepthBuffer: reversedDepthBuffer,
310310

311311
skinning: object.isSkinnedMesh === true,
312312

@@ -529,7 +529,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
529529
_programLayers.enable( 2 );
530530
if ( parameters.logarithmicDepthBuffer )
531531
_programLayers.enable( 3 );
532-
if ( parameters.reverseDepthBuffer )
532+
if ( parameters.reversedDepthBuffer )
533533
_programLayers.enable( 4 );
534534
if ( parameters.skinning )
535535
_programLayers.enable( 5 );

src/renderers/webgl/WebGLShadowMap.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -151,7 +151,7 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
151151
shadow.map.texture.name = light.name + '.shadowMap';
152152

153153
// @deprecated, r179
154-
if ( capabilities.reverseDepthBuffer === true && camera.reversedDepth === false ) {
154+
if ( capabilities.reversedDepthBuffer === true && camera.reversedDepth === false ) {
155155

156156
shadow.camera.reversedDepth = true;
157157

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