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LightShadow: Renamed shadowOffset to shadowBias.

Mr.doob 5 years ago
parent
commit
54119884be

+ 1 - 1
docs/api/en/lights/shadows/LightShadow.html

@@ -40,7 +40,7 @@
 			The default is 0. Very tiny adjustments here (in the order of 0.0001) may help reduce artefacts in shadows
 		</p>
 
-		<h3>[property:Float normalOffset]</h3>
+		<h3>[property:Float normalBias]</h3>
 		<p>Defines how much the position used to query the shadow map is offset along the object normal.</p>
 		<p>The default is 0. Increasing this value can be used to reduce shadow acne especially in large scenes where light shines onto geometry at a shallow angle. The cost is that shadows may appear distorted.</p>
 

+ 1 - 1
docs/api/zh/lights/shadows/LightShadow.html

@@ -38,7 +38,7 @@
 			默认值为0.此处非常小的调整(大约0.0001)可能有助于减少阴影中的伪影
 		</p>
 
-		<h3>[property:Float normalOffset]</h3>
+		<h3>[property:Float normalBias]</h3>
 		<p>Defines how much the position used to query the shadow map is offset along the object normal.</p>
 		<p>The default is 0. Increasing this value can be used to reduce shadow acne especially in large scenes where light shines onto geometry at a shallow angle. The cost is that shadows may appear distorted.</p>
 

+ 9 - 9
editor/js/Sidebar.Object.js

@@ -315,14 +315,14 @@ function SidebarObject( editor ) {
 
 	// shadow normal offset
 
-	var objectShadowNormalOffsetRow = new UIRow();
+	var objectShadowNormalBiasRow = new UIRow();
 
-	objectShadowNormalOffsetRow.add( new UIText( strings.getKey( 'sidebar/object/shadowNormalOffset' ) ).setWidth( '90px' ) );
+	objectShadowNormalBiasRow.add( new UIText( strings.getKey( 'sidebar/object/shadowNormalBias' ) ).setWidth( '90px' ) );
 
-	var objectShadowNormalOffset = new UINumber( 0 ).onChange( update );
-	objectShadowNormalOffsetRow.add( objectShadowNormalOffset );
+	var objectShadowNormalBias = new UINumber( 0 ).onChange( update );
+	objectShadowNormalBiasRow.add( objectShadowNormalBias );
 
-	container.add( objectShadowNormalOffsetRow );
+	container.add( objectShadowNormalBiasRow );
 
 	// shadow radius
 
@@ -611,9 +611,9 @@ function SidebarObject( editor ) {
 
 				}
 
-				if ( object.shadow.normalOffset !== objectShadowNormalOffset.getValue() ) {
+				if ( object.shadow.normalBias !== objectShadowNormalBias.getValue() ) {
 
-					editor.execute( new SetValueCommand( editor, object.shadow, 'normalOffset', objectShadowNormalOffset.getValue() ) );
+					editor.execute( new SetValueCommand( editor, object.shadow, 'normalBias', objectShadowNormalBias.getValue() ) );
 
 				}
 
@@ -663,7 +663,7 @@ function SidebarObject( editor ) {
 			'decay': objectDecayRow,
 			'castShadow': objectShadowRow,
 			'receiveShadow': objectReceiveShadow,
-			'shadow': [ objectShadowBiasRow, objectShadowNormalOffsetRow, objectShadowRadiusRow ]
+			'shadow': [ objectShadowBiasRow, objectShadowNormalBiasRow, objectShadowRadiusRow ]
 		};
 
 		for ( var property in properties ) {
@@ -858,7 +858,7 @@ function SidebarObject( editor ) {
 		if ( object.shadow !== undefined ) {
 
 			objectShadowBias.setValue( object.shadow.bias );
-			objectShadowNormalOffset.setValue( object.shadow.normalOffset );
+			objectShadowNormalBias.setValue( object.shadow.normalBias );
 			objectShadowRadius.setValue( object.shadow.radius );
 
 		}

+ 3 - 3
editor/js/Strings.js

@@ -112,7 +112,7 @@ function Strings( config ) {
 			'sidebar/object/decay': 'Decay',
 			'sidebar/object/shadow': 'Shadow',
 			'sidebar/object/shadowBias': 'Shadow Bias',
-			'sidebar/object/shadowNormalOffset': 'Shadow Normal Offset',
+			'sidebar/object/shadowNormalBias': 'Shadow Normal Bias',
 			'sidebar/object/shadowRadius': 'Shadow Radius',
 			'sidebar/object/cast': 'cast',
 			'sidebar/object/receive': 'receive',
@@ -430,7 +430,7 @@ function Strings( config ) {
 			'sidebar/object/decay': 'Affaiblissement',
 			'sidebar/object/shadow': 'Ombre',
 			'sidebar/object/shadowBias': 'Biais directionnel des ombres',
-			'sidebar/object/shadowNormalOffset': 'Shadow Normal Offset',
+			'sidebar/object/shadowNormalBias': 'Shadow Normal Bias',
 			'sidebar/object/shadowRadius': 'Rayon de l\'ombre',
 			'sidebar/object/cast': 'Projète',
 			'sidebar/object/receive': 'Reçoit',
@@ -748,7 +748,7 @@ function Strings( config ) {
 			'sidebar/object/decay': '衰减',
 			'sidebar/object/shadow': '阴影',
 			'sidebar/object/shadowBias': '阴影偏移',
-			'sidebar/object/shadowNormalOffset': '阴影法线偏移',
+			'sidebar/object/shadowNormalBias': 'Shadow Normal Bias',
 			'sidebar/object/shadowRadius': '阴影半径',
 			'sidebar/object/cast': '产生',
 			'sidebar/object/receive': '接受',

+ 1 - 1
src/lights/LightShadow.d.ts

@@ -11,7 +11,7 @@ export class LightShadow {
 
 	camera: Camera;
 	bias: number;
-	normalOffset: number;
+	normalBias: number;
 	radius: number;
 	mapSize: Vector2;
 	map: RenderTarget;

+ 2 - 2
src/lights/LightShadow.js

@@ -13,7 +13,7 @@ function LightShadow( camera ) {
 	this.camera = camera;
 
 	this.bias = 0;
-	this.normalOffset = 0;
+	this.normalBias = 0;
 	this.radius = 1;
 
 	this.mapSize = new Vector2( 512, 512 );
@@ -121,7 +121,7 @@ Object.assign( LightShadow.prototype, {
 		const object = {};
 
 		if ( this.bias !== 0 ) object.bias = this.bias;
-		if ( this.normalOffset !== 0 ) object.normalOffset = this.normalOffset;
+		if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
 		if ( this.radius !== 1 ) object.radius = this.radius;
 		if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
 

+ 1 - 1
src/loaders/ObjectLoader.js

@@ -928,7 +928,7 @@ ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
 		if ( data.shadow ) {
 
 			if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
-			if ( data.shadow.normalOffset !== undefined ) object.shadow.normalOffset = data.shadow.normalOffset;
+			if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
 			if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
 			if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
 			if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );

+ 3 - 3
src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js

@@ -8,7 +8,7 @@ export default /* glsl */`
 
 		struct DirectionalLightShadow {
 			float shadowBias;
-			float shadowNormalOffset;
+			float shadowNormalBias;
 			float shadowRadius;
 			vec2 shadowMapSize;
 		};
@@ -24,7 +24,7 @@ export default /* glsl */`
 
 		struct SpotLightShadow {
 			float shadowBias;
-			float shadowNormalOffset;
+			float shadowNormalBias;
 			float shadowRadius;
 			vec2 shadowMapSize;
 		};
@@ -40,7 +40,7 @@ export default /* glsl */`
 
 		struct PointLightShadow {
 			float shadowBias;
-			float shadowNormalOffset;
+			float shadowNormalBias;
 			float shadowRadius;
 			vec2 shadowMapSize;
 			float shadowCameraNear;

+ 3 - 3
src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl.js

@@ -8,7 +8,7 @@ export default /* glsl */`
 
 		struct DirectionalLightShadow {
 			float shadowBias;
-			float shadowNormalOffset;
+			float shadowNormalBias;
 			float shadowRadius;
 			vec2 shadowMapSize;
 		};
@@ -24,7 +24,7 @@ export default /* glsl */`
 
 		struct SpotLightShadow {
 			float shadowBias;
-			float shadowNormalOffset;
+			float shadowNormalBias;
 			float shadowRadius;
 			vec2 shadowMapSize;
 		};
@@ -40,7 +40,7 @@ export default /* glsl */`
 
 		struct PointLightShadow {
 			float shadowBias;
-			float shadowNormalOffset;
+			float shadowNormalBias;
 			float shadowRadius;
 			vec2 shadowMapSize;
 			float shadowCameraNear;

+ 3 - 3
src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl.js

@@ -14,7 +14,7 @@ export default /* glsl */`
 	#pragma unroll_loop_start
 	for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {
 
-		shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalOffset, 0 );
+		shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );
 		vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;
 
 	}
@@ -27,7 +27,7 @@ export default /* glsl */`
 	#pragma unroll_loop_start
 	for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {
 
-		shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalOffset, 0 );
+		shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );
 		vSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;
 
 	}
@@ -40,7 +40,7 @@ export default /* glsl */`
 	#pragma unroll_loop_start
 	for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {
 
-		shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalOffset, 0 );
+		shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );
 		vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;
 
 	}

+ 3 - 3
src/renderers/shaders/UniformsLib.d.ts

@@ -73,7 +73,7 @@ export let UniformsLib: {
 			value: any[];
 			properties: {
 				shadowBias: {};
-				shadowNormalOffset: {};
+				shadowNormalBias: {};
 				shadowRadius: {};
 				shadowMapSize: {};
 			};
@@ -96,7 +96,7 @@ export let UniformsLib: {
 			value: any[];
 			properties: {
 				shadowBias: {};
-				shadowNormalOffset: {};
+				shadowNormalBias: {};
 				shadowRadius: {};
 				shadowMapSize: {};
 			};
@@ -116,7 +116,7 @@ export let UniformsLib: {
 			value: any[];
 			properties: {
 				shadowBias: {};
-				shadowNormalOffset: {};
+				shadowNormalBias: {};
 				shadowRadius: {};
 				shadowMapSize: {};
 			};

+ 3 - 3
src/renderers/shaders/UniformsLib.js

@@ -119,7 +119,7 @@ const UniformsLib = {
 
 		directionalLightShadows: { value: [], properties: {
 			shadowBias: {},
-			shadowNormalOffset: {},
+			shadowNormalBias: {},
 			shadowRadius: {},
 			shadowMapSize: {}
 		} },
@@ -139,7 +139,7 @@ const UniformsLib = {
 
 		spotLightShadows: { value: [], properties: {
 			shadowBias: {},
-			shadowNormalOffset: {},
+			shadowNormalBias: {},
 			shadowRadius: {},
 			shadowMapSize: {}
 		} },
@@ -156,7 +156,7 @@ const UniformsLib = {
 
 		pointLightShadows: { value: [], properties: {
 			shadowBias: {},
-			shadowNormalOffset: {},
+			shadowNormalBias: {},
 			shadowRadius: {},
 			shadowMapSize: {},
 			shadowCameraNear: {},

+ 6 - 6
src/renderers/webgl/WebGLLights.js

@@ -103,7 +103,7 @@ function ShadowUniformsCache() {
 				case 'DirectionalLight':
 					uniforms = {
 						shadowBias: 0,
-						shadowNormalOffset: 0,
+						shadowNormalBias: 0,
 						shadowRadius: 1,
 						shadowMapSize: new Vector2()
 					};
@@ -112,7 +112,7 @@ function ShadowUniformsCache() {
 				case 'SpotLight':
 					uniforms = {
 						shadowBias: 0,
-						shadowNormalOffset: 0,
+						shadowNormalBias: 0,
 						shadowRadius: 1,
 						shadowMapSize: new Vector2()
 					};
@@ -121,7 +121,7 @@ function ShadowUniformsCache() {
 				case 'PointLight':
 					uniforms = {
 						shadowBias: 0,
-						shadowNormalOffset: 0,
+						shadowNormalBias: 0,
 						shadowRadius: 1,
 						shadowMapSize: new Vector2(),
 						shadowCameraNear: 1,
@@ -261,7 +261,7 @@ function WebGLLights() {
 					const shadowUniforms = shadowCache.get( light );
 
 					shadowUniforms.shadowBias = shadow.bias;
-					shadowUniforms.shadowNormalOffset = shadow.normalOffset;
+					shadowUniforms.shadowNormalBias = shadow.normalBias;
 					shadowUniforms.shadowRadius = shadow.radius;
 					shadowUniforms.shadowMapSize = shadow.mapSize;
 
@@ -303,7 +303,7 @@ function WebGLLights() {
 					const shadowUniforms = shadowCache.get( light );
 
 					shadowUniforms.shadowBias = shadow.bias;
-					shadowUniforms.shadowNormalOffset = shadow.normalOffset;
+					shadowUniforms.shadowNormalBias = shadow.normalBias;
 					shadowUniforms.shadowRadius = shadow.radius;
 					shadowUniforms.shadowMapSize = shadow.mapSize;
 
@@ -369,7 +369,7 @@ function WebGLLights() {
 					const shadowUniforms = shadowCache.get( light );
 
 					shadowUniforms.shadowBias = shadow.bias;
-					shadowUniforms.shadowNormalOffset = shadow.normalOffset;
+					shadowUniforms.shadowNormalBias = shadow.normalBias;
 					shadowUniforms.shadowRadius = shadow.radius;
 					shadowUniforms.shadowMapSize = shadow.mapSize;
 					shadowUniforms.shadowCameraNear = shadow.camera.near;