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
+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
View File
@@ -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;
}