docs: update scene runtime and debug toggles
- Drop SceneShadowWarmup section, document centralized shadow config. - Document the localized Suspense boundaries in World.tsx. - Document the new player model and octree debug visualizations. - Open note about intermittent first-load shadow rendering.
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@@ -74,28 +74,32 @@ It tracks:
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- `gameMapLoaded`: map data and visible map nodes settled
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- `gameStageLoaded`: Rapier gameplay stage mounted
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- `showGameStage`: true when the map is ready enough to mount gameplay content
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- `shadowsReady`: renderer, shadow lights, and scene matrices have been forced once after the scene is mounted
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- `gameplayReady`: true when map, stage, octree, and the shadow warmup are all ready
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- `gameplayReady`: true when map, stage, and octree are all ready
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The base game-scene readiness condition before the shadow warmup is:
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The game-scene readiness condition is:
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```ts
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showGameStage && gameStageLoaded && octree !== null;
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```
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After that condition is met, `SceneShadowWarmup` runs one final loading step:
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Shadows are configured once when `Lighting` mounts (renderer `shadowMap.enabled`, sun
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`shadow.autoUpdate = true`, bias and frustum from `SHADOW_CONFIG` in
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`src/data/world/lightingConfig.ts`). The shadow map then refreshes every frame and
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follows the player camera through the sun's `target`. The earlier `SceneShadowWarmup`
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step has been removed — the visible loading overlay no longer waits for a forced
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shadow refresh because `autoUpdate` covers steady-state rendering.
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```txt
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Activation des ombres -> Ombres prêtes -> Gameplay prêt
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```
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### Avoiding global scene remounts
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This keeps the loading overlay visible until the renderer shadow map, shadow-casting light, and mounted scene graph have all been explicitly refreshed.
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After the warmup, shadow maps switch back to manual refreshes driven by `Lighting`.
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The sun still follows the player camera, but the shadow map is only marked dirty
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when the camera has moved enough and a short refresh interval has elapsed. This
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keeps shadows present after loading without paying for a full shadow render every
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frame across the dense vegetation chunks.
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Heavy stage components (`GameStageContent`, `Player`, dialogues) load assets via
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`useGLTF`/`useTexture` without preload (e.g. `EbikeSpeedometer` calls `useTexture`
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when the bike mounts). To prevent any late suspension from bubbling up to the
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root `<Suspense>` boundary in `src/pages/page.tsx` and unmounting the entire
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world (which would trigger a redundant octree rebuild and shadow re-config), the
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game stage block and the spawn-player block are wrapped in their own
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`<Suspense fallback={null}>` boundaries inside `src/world/World.tsx`. Any new
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sibling that suspends late should be added inside one of these boundaries or get
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its own.
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The debug physics scene is ready when:
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@@ -20,3 +20,50 @@ If DevTools still opens a bundled file, stop the dev server, clear Vite's cached
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rm -rf node_modules/.vite
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npm run dev:three-debug
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```
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## Visual debug toggles
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The `Debug` folder of the runtime debug GUI exposes inspection toggles backed by
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`src/managers/stores/useDebugVisualsStore.ts`:
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- **Show Player Model** — renders the main character GLTF in front of the
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current camera (`src/components/debug/DebugPlayerModel.tsx`). The model is
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positioned in camera-local space so it stays visible regardless of pitch.
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- **Show Octree** — overlays the collision octree as colored line segments,
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one wireframe per spatial cell (`src/components/debug/DebugOctreeVisualization.tsx`).
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Cells are colored by depth. Use it to inspect collision precision around
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doorways or passages.
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- **Octree Max Depth** — caps how deep the octree visualization recurses
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(default 6). Increase to see leaf-level subdivisions; decrease to keep the
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scene readable when the tree is large.
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The octree visualization reads the live `Octree` instance from `World`. The
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mesh uses `depthTest: false` and a high `renderOrder`, so cells stay visible
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through opaque geometry.
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## Shadow rendering intermittence (open investigation)
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Shadows occasionally fail to render on initial load even though the
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`Lighting` configuration runs to completion (verified through diagnostic logs).
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The issue is not deterministic across runs with identical config. Suspected
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contributors:
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- WebGL context restoration timing (`webglcontextrestored` rebinds shadow map
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state in `src/pages/page.tsx`).
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- First-frame shadow map being rendered before any mesh has its
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`castShadow`/`receiveShadow` flag set; `autoUpdate=true` should fix it on the
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next frame, but a single dropped frame is still visible at very first paint.
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- HMR/state interactions in dev mode that do not occur in production builds.
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Mitigations already applied:
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- Shadow config centralized in `src/data/world/lightingConfig.ts`
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(`bias=0`, `normalBias=0`, `cameraSize=95`, matching the historically working
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values from `develop`).
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- Late-suspension Suspense boundaries in `World.tsx` to prevent global scene
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remounts that would re-run shadow setup mid-load.
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If the issue reproduces in production, capture a screenshot plus the
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`[diag]`-style logs from `useOctreeGraphNode`, `Lighting`, and `GameMapCollision`
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to confirm whether the third configuration pass is happening (which would
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indicate a remaining suspending hook outside the existing Suspense boundaries).
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