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:
Tom Boullay
2026-06-01 14:14:14 +02:00
parent 1ad0c4de37
commit 777e51efeb
9 changed files with 36 additions and 161 deletions
+11
View File
@@ -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;
+1 -1
View File
@@ -19,7 +19,7 @@ export const CLOUD_DEFAULTS = {
maxRotation: Math.PI * 2,
minSpeedMultiplier: 0.4,
maxSpeedMultiplier: 1,
castShadow: false,
castShadow: true,
receiveShadow: false,
};
+9
View File
@@ -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;
+1
View File
@@ -27,6 +27,7 @@ export function useOctreeGraphNode(
const octree = new Octree();
octree.fromGraphNode(graphNode);
onOctreeReady(octree);
}, [enabled, graphNodeRef, onOctreeReady, rebuildKey]);
}
+1 -31
View File
@@ -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,
};
}
+1
View File
@@ -26,6 +26,7 @@ const DEBUG_FOLDER_ORDER = [
"Hand Tracking",
"Map",
"Personnages",
"Debug",
] as const;
function isRecord(value: unknown): value is Record<string, unknown> {
+1 -21
View File
@@ -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
View File
@@ -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;
}
});
-92
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@@ -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;
}