Explorar o código

Renamed some more functions (#22372)

WestLangley %!s(int64=3) %!d(string=hai) anos
pai
achega
f753126563

+ 5 - 5
examples/js/csm/CSMShader.js

@@ -30,7 +30,7 @@ IncidentLight directLight;
 
 		pointLight = pointLights[ i ];
 
-		getPointDirectLightIrradiance( pointLight, geometry, directLight );
+		getPointLightInfo( pointLight, geometry, directLight );
 
 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
 		pointLightShadow = pointLightShadows[ i ];
@@ -56,7 +56,7 @@ IncidentLight directLight;
 
 		spotLight = spotLights[ i ];
 
-		getSpotDirectLightIrradiance( spotLight, geometry, directLight );
+		getSpotLightInfo( spotLight, geometry, directLight );
 
 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
 		spotLightShadow = spotLightShadows[ i ];
@@ -90,7 +90,7 @@ IncidentLight directLight;
 	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
 
 		directionalLight = directionalLights[ i ];
-		getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
+		getDirectionalLightInfo( directionalLight, geometry, directLight );
 
 		// NOTE: Depth gets larger away from the camera.
 		// cascade.x is closer, cascade.y is further
@@ -136,7 +136,7 @@ IncidentLight directLight;
 	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
 
 		directionalLight = directionalLights[ i ];
-		getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
+		getDirectionalLightInfo( directionalLight, geometry, directLight );
 
 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
 
@@ -167,7 +167,7 @@ IncidentLight directLight;
 
 		directionalLight = directionalLights[ i ];
 
-		getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
+		getDirectionalLightInfo( directionalLight, geometry, directLight );
 
 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
 		directionalLightShadow = directionalLightShadows[ i ];

+ 5 - 5
examples/jsm/csm/CSMShader.js

@@ -28,7 +28,7 @@ IncidentLight directLight;
 
 		pointLight = pointLights[ i ];
 
-		getPointDirectLightIrradiance( pointLight, geometry, directLight );
+		getPointLightInfo( pointLight, geometry, directLight );
 
 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
 		pointLightShadow = pointLightShadows[ i ];
@@ -54,7 +54,7 @@ IncidentLight directLight;
 
 		spotLight = spotLights[ i ];
 
-		getSpotDirectLightIrradiance( spotLight, geometry, directLight );
+		getSpotLightInfo( spotLight, geometry, directLight );
 
 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
 		spotLightShadow = spotLightShadows[ i ];
@@ -88,7 +88,7 @@ IncidentLight directLight;
 	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
 
 		directionalLight = directionalLights[ i ];
-		getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
+		getDirectionalLightInfo( directionalLight, geometry, directLight );
 
 		// NOTE: Depth gets larger away from the camera.
 		// cascade.x is closer, cascade.y is further
@@ -134,7 +134,7 @@ IncidentLight directLight;
 	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
 
 		directionalLight = directionalLights[ i ];
-		getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
+		getDirectionalLightInfo( directionalLight, geometry, directLight );
 
 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
 
@@ -165,7 +165,7 @@ IncidentLight directLight;
 
 		directionalLight = directionalLights[ i ];
 
-		getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
+		getDirectionalLightInfo( directionalLight, geometry, directLight );
 
 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
 		directionalLightShadow = directionalLightShadows[ i ];

+ 1 - 1
examples/webgl_tiled_forward.html

@@ -59,7 +59,7 @@
 				'  		pointlight.distance = lightData.w;',
 				'  		pointlight.color = lightColor.rgb;',
 				'  		pointlight.decay = lightColor.a;',
-				'  		getPointDirectLightIrradiance( pointlight, geometry, directLight );',
+				'  		getPointLightInfo( pointlight, geometry, directLight );',
 				'		RE_Direct( directLight, geometry, material, reflectedLight );',
 				'	}',
 				'}',

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

@@ -40,7 +40,7 @@ IncidentLight directLight;
 
 		pointLight = pointLights[ i ];
 
-		getPointDirectLightIrradiance( pointLight, geometry, directLight );
+		getPointLightInfo( pointLight, geometry, directLight );
 
 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
 		pointLightShadow = pointLightShadows[ i ];
@@ -66,7 +66,7 @@ IncidentLight directLight;
 
 		spotLight = spotLights[ i ];
 
-		getSpotDirectLightIrradiance( spotLight, geometry, directLight );
+		getSpotLightInfo( spotLight, geometry, directLight );
 
 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
 		spotLightShadow = spotLightShadows[ i ];
@@ -92,7 +92,7 @@ IncidentLight directLight;
 
 		directionalLight = directionalLights[ i ];
 
-		getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
+		getDirectionalLightInfo( directionalLight, geometry, directLight );
 
 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
 		directionalLightShadow = directionalLightShadows[ i ];

+ 3 - 15
src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl.js

@@ -39,7 +39,7 @@ vIndirectFront += getLightProbeIrradiance( lightProbe, geometry );
 	#pragma unroll_loop_start
 	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
 
-		getPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );
+		getPointLightInfo( pointLights[ i ], geometry, directLight );
 
 		dotNL = dot( geometry.normal, directLight.direction );
 		directLightColor_Diffuse = PI * directLight.color;
@@ -62,7 +62,7 @@ vIndirectFront += getLightProbeIrradiance( lightProbe, geometry );
 	#pragma unroll_loop_start
 	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
 
-		getSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );
+		getSpotLightInfo( spotLights[ i ], geometry, directLight );
 
 		dotNL = dot( geometry.normal, directLight.direction );
 		directLightColor_Diffuse = PI * directLight.color;
@@ -79,24 +79,12 @@ vIndirectFront += getLightProbeIrradiance( lightProbe, geometry );
 
 #endif
 
-/*
-#if NUM_RECT_AREA_LIGHTS > 0
-
-	for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
-
-		// TODO (abelnation): implement
-
-	}
-
-#endif
-*/
-
 #if NUM_DIR_LIGHTS > 0
 
 	#pragma unroll_loop_start
 	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
 
-		getDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );
+		getDirectionalLightInfo( directionalLights[ i ], geometry, directLight );
 
 		dotNL = dot( geometry.normal, directLight.direction );
 		directLightColor_Diffuse = PI * directLight.color;

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

@@ -63,7 +63,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
 
 	uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];
 
-	void getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {
+	void getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {
 
 		directLight.color = directionalLight.color;
 		directLight.direction = directionalLight.direction;
@@ -86,7 +86,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
 	uniform PointLight pointLights[ NUM_POINT_LIGHTS ];
 
 	// directLight is an out parameter as having it as a return value caused compiler errors on some devices
-	void getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {
+	void getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {
 
 		vec3 lVector = pointLight.position - geometry.position;
 		directLight.direction = normalize( lVector );
@@ -117,7 +117,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
 	uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];
 
 	// directLight is an out parameter as having it as a return value caused compiler errors on some devices
-	void getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {
+	void getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {
 
 		vec3 lVector = spotLight.position - geometry.position;
 		directLight.direction = normalize( lVector );