fix(world): centralize shadow config and remove warmup
- Extract SHADOW_CONFIG into lightingConfig.ts (bias=0, normalBias=0, cameraSize=95) matching the historically working values from develop. - Drop SceneShadowWarmup; rely on sun.shadow.autoUpdate=true for steady-state refresh. - Enable cloud castShadow and traverse Ebike meshes for cast/receive.
This commit is contained in:
@@ -131,6 +131,17 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
|
||||
}
|
||||
}, [model]);
|
||||
|
||||
useEffect(() => {
|
||||
if (!model) return;
|
||||
|
||||
model.traverse((child) => {
|
||||
if (child instanceof THREE.Mesh) {
|
||||
child.castShadow = true;
|
||||
child.receiveShadow = true;
|
||||
}
|
||||
});
|
||||
}, [model]);
|
||||
|
||||
useEffect(() => {
|
||||
window.ebikeVisualGroup = groupRef;
|
||||
window.ebikeParkedPosition = restingPositionRef.current;
|
||||
|
||||
@@ -19,7 +19,7 @@ export const CLOUD_DEFAULTS = {
|
||||
maxRotation: Math.PI * 2,
|
||||
minSpeedMultiplier: 0.4,
|
||||
maxSpeedMultiplier: 1,
|
||||
castShadow: false,
|
||||
castShadow: true,
|
||||
receiveShadow: false,
|
||||
};
|
||||
|
||||
|
||||
@@ -30,3 +30,12 @@ export const SUN_Y_STEP = 1;
|
||||
export const SUN_Z_MIN = -100;
|
||||
export const SUN_Z_MAX = 100;
|
||||
export const SUN_Z_STEP = 1;
|
||||
|
||||
export const SHADOW_CONFIG = {
|
||||
mapSize: 2048,
|
||||
cameraSize: 95,
|
||||
cameraNear: 0.5,
|
||||
cameraFar: 300,
|
||||
bias: 0,
|
||||
normalBias: 0,
|
||||
} as const;
|
||||
|
||||
@@ -27,6 +27,7 @@ export function useOctreeGraphNode(
|
||||
|
||||
const octree = new Octree();
|
||||
octree.fromGraphNode(graphNode);
|
||||
|
||||
onOctreeReady(octree);
|
||||
}, [enabled, graphNodeRef, onOctreeReady, rebuildKey]);
|
||||
}
|
||||
|
||||
@@ -11,13 +11,10 @@ interface UseWorldSceneLoadingOptions {
|
||||
interface UseWorldSceneLoadingResult {
|
||||
octree: Octree | null;
|
||||
gameplayReady: boolean;
|
||||
shouldWarmUpShadows: boolean;
|
||||
showGameStage: boolean;
|
||||
handleGameStageLoaded: () => void;
|
||||
handleGameMapLoaded: () => void;
|
||||
handleOctreeReady: (octree: Octree) => void;
|
||||
handleShadowWarmupReady: () => void;
|
||||
handleShadowWarmupStarted: () => void;
|
||||
}
|
||||
|
||||
export function useWorldSceneLoading({
|
||||
@@ -27,19 +24,13 @@ export function useWorldSceneLoading({
|
||||
const [octree, setOctree] = useState<Octree | null>(null);
|
||||
const [gameMapLoaded, setGameMapLoaded] = useState(false);
|
||||
const [gameStageLoaded, setGameStageLoaded] = useState(false);
|
||||
const [shadowsReady, setShadowsReady] = useState(false);
|
||||
const showGameStage = sceneMode === "game" && gameMapLoaded;
|
||||
const gameSceneReadyForShadows =
|
||||
showGameStage && gameStageLoaded && octree !== null;
|
||||
const shadowWarmupReady = sceneMode === "game" && gameSceneReadyForShadows;
|
||||
const shouldWarmUpShadows = shadowWarmupReady && !shadowsReady;
|
||||
const gameplayReady = gameSceneReadyForShadows && shadowsReady;
|
||||
const gameplayReady = showGameStage && gameStageLoaded && octree !== null;
|
||||
const sceneReady =
|
||||
(sceneMode === "game" && gameplayReady) ||
|
||||
(sceneMode === "physics" && octree !== null);
|
||||
|
||||
const handleGameMapLoaded = useCallback(() => {
|
||||
setShadowsReady(false);
|
||||
setGameMapLoaded(true);
|
||||
}, []);
|
||||
|
||||
@@ -54,7 +45,6 @@ export function useWorldSceneLoading({
|
||||
|
||||
const handleOctreeReady = useCallback(
|
||||
(nextOctree: Octree) => {
|
||||
setShadowsReady(false);
|
||||
setOctree(nextOctree);
|
||||
onLoadingStateChange?.({
|
||||
currentStep: "Collision prête",
|
||||
@@ -65,23 +55,6 @@ export function useWorldSceneLoading({
|
||||
[onLoadingStateChange],
|
||||
);
|
||||
|
||||
const handleShadowWarmupStarted = useCallback(() => {
|
||||
onLoadingStateChange?.({
|
||||
currentStep: "Activation des ombres",
|
||||
progress: 0.97,
|
||||
status: "loading",
|
||||
});
|
||||
}, [onLoadingStateChange]);
|
||||
|
||||
const handleShadowWarmupReady = useCallback(() => {
|
||||
setShadowsReady(true);
|
||||
onLoadingStateChange?.({
|
||||
currentStep: "Ombres prêtes",
|
||||
progress: 0.99,
|
||||
status: "loading",
|
||||
});
|
||||
}, [onLoadingStateChange]);
|
||||
|
||||
useEffect(() => {
|
||||
onLoadingStateChange?.({
|
||||
currentStep: "Initialisation du jeu",
|
||||
@@ -115,12 +88,9 @@ export function useWorldSceneLoading({
|
||||
return {
|
||||
octree,
|
||||
gameplayReady,
|
||||
shouldWarmUpShadows,
|
||||
showGameStage,
|
||||
handleGameStageLoaded,
|
||||
handleGameMapLoaded,
|
||||
handleOctreeReady,
|
||||
handleShadowWarmupReady,
|
||||
handleShadowWarmupStarted,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -26,6 +26,7 @@ const DEBUG_FOLDER_ORDER = [
|
||||
"Hand Tracking",
|
||||
"Map",
|
||||
"Personnages",
|
||||
"Debug",
|
||||
] as const;
|
||||
|
||||
function isRecord(value: unknown): value is Record<string, unknown> {
|
||||
|
||||
@@ -15,24 +15,11 @@ import { SkyModel } from "@/components/three/world/SkyModel";
|
||||
import { CloudSystem } from "@/world/clouds/CloudSystem";
|
||||
import { FogSystem } from "@/world/fog/FogSystem";
|
||||
import { GrassSystem } from "@/world/grass/GrassSystem";
|
||||
import { SceneShadowWarmup } from "@/world/SceneShadowWarmup";
|
||||
import { VegetationSystem } from "@/world/vegetation/VegetationSystem";
|
||||
import { WaterSystem } from "@/world/water/WaterSystem";
|
||||
import { WorldPlane } from "@/world/WorldPlane";
|
||||
|
||||
interface ShadowWarmupConfig {
|
||||
active: boolean;
|
||||
onReady: () => void;
|
||||
onStarted: () => void;
|
||||
}
|
||||
|
||||
interface EnvironmentProps {
|
||||
shadowWarmup?: ShadowWarmupConfig;
|
||||
}
|
||||
|
||||
export function Environment({
|
||||
shadowWarmup,
|
||||
}: EnvironmentProps): React.JSX.Element {
|
||||
export function Environment(): React.JSX.Element {
|
||||
const sceneMode = useSceneMode();
|
||||
const groups = useMapPerformanceStore((state) => state.groups);
|
||||
const models = useMapPerformanceStore((state) => state.models);
|
||||
@@ -47,13 +34,6 @@ export function Environment({
|
||||
return (
|
||||
<>
|
||||
<FogSystem />
|
||||
{shadowWarmup ? (
|
||||
<SceneShadowWarmup
|
||||
active={shadowWarmup.active}
|
||||
onReady={shadowWarmup.onReady}
|
||||
onStarted={shadowWarmup.onStarted}
|
||||
/>
|
||||
) : null}
|
||||
{showSky ? (
|
||||
<SkyModel
|
||||
fallbackColor={GAME_SCENE_FALLBACK_BACKGROUND_COLOR}
|
||||
|
||||
+11
-16
@@ -11,6 +11,7 @@ import {
|
||||
AMBIENT_INTENSITY_MAX,
|
||||
AMBIENT_INTENSITY_MIN,
|
||||
AMBIENT_INTENSITY_STEP,
|
||||
SHADOW_CONFIG,
|
||||
SUN_INTENSITY_MAX,
|
||||
SUN_INTENSITY_MIN,
|
||||
SUN_INTENSITY_STEP,
|
||||
@@ -28,30 +29,25 @@ import { LA_FABRIK_INTERIOR_LIGHT_POSITION } from "@/data/world/laFabrikConfig";
|
||||
import { useDebugFolder } from "@/hooks/debug/useDebugFolder";
|
||||
import { LIGHTING_STATE } from "@/world/lightingState";
|
||||
|
||||
const SHADOW_MAP_SIZE = 2048;
|
||||
const SHADOW_CAMERA_SIZE = 95;
|
||||
const SHADOW_CAMERA_NEAR = 0.5;
|
||||
const SHADOW_CAMERA_FAR = 300;
|
||||
|
||||
function configureRendererShadows(gl: WebGLRenderer): void {
|
||||
gl.shadowMap.enabled = true;
|
||||
gl.shadowMap.type = PCFShadowMap;
|
||||
gl.shadowMap.autoUpdate = true;
|
||||
gl.shadowMap.needsUpdate = true;
|
||||
}
|
||||
|
||||
function configureSunShadow(sun: DirectionalLight, sunTarget: Object3D): void {
|
||||
sun.target = sunTarget;
|
||||
sun.shadow.autoUpdate = true;
|
||||
sun.shadow.needsUpdate = true;
|
||||
sun.shadow.mapSize.width = SHADOW_MAP_SIZE;
|
||||
sun.shadow.mapSize.height = SHADOW_MAP_SIZE;
|
||||
sun.shadow.camera.left = -SHADOW_CAMERA_SIZE;
|
||||
sun.shadow.camera.right = SHADOW_CAMERA_SIZE;
|
||||
sun.shadow.camera.top = SHADOW_CAMERA_SIZE;
|
||||
sun.shadow.camera.bottom = -SHADOW_CAMERA_SIZE;
|
||||
sun.shadow.camera.near = SHADOW_CAMERA_NEAR;
|
||||
sun.shadow.camera.far = SHADOW_CAMERA_FAR;
|
||||
sun.shadow.bias = SHADOW_CONFIG.bias;
|
||||
sun.shadow.normalBias = SHADOW_CONFIG.normalBias;
|
||||
sun.shadow.mapSize.width = SHADOW_CONFIG.mapSize;
|
||||
sun.shadow.mapSize.height = SHADOW_CONFIG.mapSize;
|
||||
sun.shadow.camera.left = -SHADOW_CONFIG.cameraSize;
|
||||
sun.shadow.camera.right = SHADOW_CONFIG.cameraSize;
|
||||
sun.shadow.camera.top = SHADOW_CONFIG.cameraSize;
|
||||
sun.shadow.camera.bottom = -SHADOW_CONFIG.cameraSize;
|
||||
sun.shadow.camera.near = SHADOW_CONFIG.cameraNear;
|
||||
sun.shadow.camera.far = SHADOW_CONFIG.cameraFar;
|
||||
sun.shadow.camera.updateProjectionMatrix();
|
||||
}
|
||||
|
||||
@@ -118,7 +114,6 @@ export function Lighting(): React.JSX.Element {
|
||||
sun.current.color.set(LIGHTING_STATE.sunColor);
|
||||
sun.current.intensity = LIGHTING_STATE.sunIntensity;
|
||||
sun.current.updateMatrixWorld();
|
||||
sun.current.shadow.needsUpdate = true;
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
@@ -1,92 +0,0 @@
|
||||
import { useEffect, useRef } from "react";
|
||||
import { useThree } from "@react-three/fiber";
|
||||
import * as THREE from "three";
|
||||
|
||||
interface SceneShadowWarmupProps {
|
||||
active: boolean;
|
||||
onReady: () => void;
|
||||
onStarted: () => void;
|
||||
}
|
||||
|
||||
function markShadowLightForUpdate(object: THREE.Object3D): void {
|
||||
if (
|
||||
!(
|
||||
object instanceof THREE.DirectionalLight ||
|
||||
object instanceof THREE.PointLight ||
|
||||
object instanceof THREE.SpotLight
|
||||
)
|
||||
) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!object.castShadow) return;
|
||||
|
||||
object.updateMatrixWorld(true);
|
||||
object.shadow.camera.updateProjectionMatrix();
|
||||
object.shadow.needsUpdate = true;
|
||||
}
|
||||
|
||||
function forceSceneShadowPass(
|
||||
gl: THREE.WebGLRenderer,
|
||||
scene: THREE.Scene,
|
||||
): void {
|
||||
gl.shadowMap.enabled = true;
|
||||
gl.shadowMap.type = THREE.PCFShadowMap;
|
||||
gl.shadowMap.autoUpdate = true;
|
||||
gl.shadowMap.needsUpdate = true;
|
||||
|
||||
scene.updateMatrixWorld(true);
|
||||
scene.traverse((object) => {
|
||||
if (object instanceof THREE.Mesh) {
|
||||
object.updateMatrixWorld(true);
|
||||
}
|
||||
|
||||
markShadowLightForUpdate(object);
|
||||
});
|
||||
}
|
||||
|
||||
export function SceneShadowWarmup({
|
||||
active,
|
||||
onReady,
|
||||
onStarted,
|
||||
}: SceneShadowWarmupProps): null {
|
||||
const gl = useThree((state) => state.gl);
|
||||
const scene = useThree((state) => state.scene);
|
||||
const invalidate = useThree((state) => state.invalidate);
|
||||
const isRunningRef = useRef(false);
|
||||
|
||||
useEffect(() => {
|
||||
if (!active) {
|
||||
isRunningRef.current = false;
|
||||
return undefined;
|
||||
}
|
||||
|
||||
if (isRunningRef.current) return undefined;
|
||||
|
||||
isRunningRef.current = true;
|
||||
onStarted();
|
||||
forceSceneShadowPass(gl, scene);
|
||||
invalidate();
|
||||
|
||||
let firstFrame = 0;
|
||||
let secondFrame = 0;
|
||||
|
||||
firstFrame = window.requestAnimationFrame(() => {
|
||||
forceSceneShadowPass(gl, scene);
|
||||
invalidate();
|
||||
|
||||
secondFrame = window.requestAnimationFrame(() => {
|
||||
forceSceneShadowPass(gl, scene);
|
||||
invalidate();
|
||||
onReady();
|
||||
});
|
||||
});
|
||||
|
||||
return () => {
|
||||
window.cancelAnimationFrame(firstFrame);
|
||||
window.cancelAnimationFrame(secondFrame);
|
||||
};
|
||||
}, [active, gl, invalidate, onReady, onStarted, scene]);
|
||||
|
||||
return null;
|
||||
}
|
||||
Reference in New Issue
Block a user