diff --git a/examples/webgl_reverse_depth_buffer.html b/examples/webgl_reverse_depth_buffer.html index a892224fb172a9..56a14306248f49 100644 --- a/examples/webgl_reverse_depth_buffer.html +++ b/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'; diff --git a/examples/webgl_shadowmap.html b/examples/webgl_shadowmap.html index 0acb3e5be4fe37..3f67172fedea49 100644 --- a/examples/webgl_shadowmap.html +++ b/examples/webgl_shadowmap.html @@ -102,13 +102,13 @@ // 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(); diff --git a/src/renderers/WebGLRenderer.js b/src/renderers/WebGLRenderer.js index 46ed2ce6f0adee..f8349b95e61737 100644 --- a/src/renderers/WebGLRenderer.js +++ b/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. **/ diff --git a/src/renderers/webgl/WebGLCapabilities.js b/src/renderers/webgl/WebGLCapabilities.js index 4f04c836c31d9a..b7c55e24559acd 100644 --- a/src/renderers/webgl/WebGLCapabilities.js +++ b/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, diff --git a/src/renderers/webgl/WebGLProgram.js b/src/renderers/webgl/WebGLProgram.js index f53af2d422d410..0bf0ae2c49658a 100644 --- a/src/renderers/webgl/WebGLProgram.js +++ b/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;', diff --git a/src/renderers/webgl/WebGLPrograms.js b/src/renderers/webgl/WebGLPrograms.js index 7cfb95d8dad636..8b0fcdcda09c41 100644 --- a/src/renderers/webgl/WebGLPrograms.js +++ b/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 ); diff --git a/src/renderers/webgl/WebGLShadowMap.js b/src/renderers/webgl/WebGLShadowMap.js index 49664a6d8195fb..efc3db0fef803b 100644 --- a/src/renderers/webgl/WebGLShadowMap.js +++ b/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;