Compare commits
50 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 39b996eb31 | |||
| 134c0aecb7 | |||
| b144dc1c18 | |||
| 69c720b86b | |||
| 1b57a25e5f | |||
| f6db7d74e2 | |||
| a1798aecb3 | |||
| 3b07f40f2d | |||
| 27416143e3 | |||
| a2a491bd5c | |||
| da7d66e1fd | |||
| 5faf4b4197 | |||
| bee0c7f223 | |||
| 216d29ae59 | |||
| e13cf1e4c7 | |||
| d20bdc4934 | |||
| 7c35090dbd | |||
| a766784ce8 | |||
| 63952912b5 | |||
| fd0b9e2749 | |||
| 777e51efeb | |||
| 1ad0c4de37 | |||
| 7a378afad3 | |||
| d52ec7e5a9 | |||
| 153833deec | |||
| b617885aa2 | |||
| 5d2e7e2aab | |||
| de77f76d48 | |||
| bdc704fe8e | |||
| bce7d11b66 | |||
| 8aa755da7a | |||
| 6d58b90856 | |||
| bafca5a936 | |||
| dcf3a8564c | |||
| bc862960a7 | |||
| 597ebcfbd4 | |||
| aa2d411b0c | |||
| 061e0dc677 | |||
| 9ef94af488 | |||
| 27b4a2c392 | |||
| d5feb07ff0 | |||
| 7dff4a1238 | |||
| a8cd66dcaa | |||
| 116746f838 | |||
| a388c02ab3 | |||
| 4b4162b7d2 | |||
| 4415faa1f1 | |||
| 4c5f08d772 | |||
| c33d973f12 | |||
| 396e7e4ff0 |
@@ -25,7 +25,7 @@ Current behavior:
|
||||
| -------- | ------------------: | --- | ------------------------------------- |
|
||||
| `low` | 10m | On | Always use `*-LOD` models |
|
||||
| `medium` | 20m | On | Always use `*-LOD` models |
|
||||
| `high` | Current default 50m | Off | Regular model up to 10m, then `*-LOD` |
|
||||
| `high` | 35m | Off | Regular model up to 10m, then `*-LOD` |
|
||||
| `ultra` | 50m | Off | Regular model up to 20m, then `*-LOD` |
|
||||
|
||||
The unload distance stays slightly larger than the load distance to avoid rapid mount/unmount flickering when the player stands near a boundary.
|
||||
|
||||
@@ -158,9 +158,11 @@ Current runtime values:
|
||||
|
||||
```txt
|
||||
chunkSize: 35
|
||||
loadRadius: 45
|
||||
unloadRadius: 45
|
||||
updateInterval: 350ms
|
||||
low load/unload radius: 10m / 18m
|
||||
medium load/unload radius: 20m / 30m
|
||||
high load/unload radius: 35m / 45m
|
||||
ultra load/unload radius: 50m / 65m
|
||||
updateInterval: 250ms
|
||||
fog near: 30
|
||||
fog far: 45
|
||||
```
|
||||
|
||||
@@ -74,22 +74,32 @@ It tracks:
|
||||
- `gameMapLoaded`: map data and visible map nodes settled
|
||||
- `gameStageLoaded`: Rapier gameplay stage mounted
|
||||
- `showGameStage`: true when the map is ready enough to mount gameplay content
|
||||
- `shadowsReady`: renderer, shadow lights, and scene matrices have been forced once after the scene is mounted
|
||||
- `gameplayReady`: true when map, stage, octree, and the shadow warmup are all ready
|
||||
- `gameplayReady`: true when map, stage, and octree are all ready
|
||||
|
||||
The base game-scene readiness condition before the shadow warmup is:
|
||||
The game-scene readiness condition is:
|
||||
|
||||
```ts
|
||||
showGameStage && gameStageLoaded && octree !== null;
|
||||
```
|
||||
|
||||
After that condition is met, `SceneShadowWarmup` runs one final loading step:
|
||||
Shadows are configured once when `Lighting` mounts (renderer `shadowMap.enabled`, sun
|
||||
`shadow.autoUpdate = true`, bias and frustum from `SHADOW_CONFIG` in
|
||||
`src/data/world/lightingConfig.ts`). The shadow map then refreshes every frame and
|
||||
follows the player camera through the sun's `target`. The earlier `SceneShadowWarmup`
|
||||
step has been removed — the visible loading overlay no longer waits for a forced
|
||||
shadow refresh because `autoUpdate` covers steady-state rendering.
|
||||
|
||||
```txt
|
||||
Activation des ombres -> Ombres prêtes -> Gameplay prêt
|
||||
```
|
||||
### Avoiding global scene remounts
|
||||
|
||||
This keeps the loading overlay visible until the renderer shadow map, shadow-casting light, and mounted scene graph have all been explicitly refreshed.
|
||||
Heavy stage components (`GameStageContent`, `Player`, dialogues) load assets via
|
||||
`useGLTF`/`useTexture` without preload (e.g. `EbikeSpeedometer` calls `useTexture`
|
||||
when the bike mounts). To prevent any late suspension from bubbling up to the
|
||||
root `<Suspense>` boundary in `src/pages/page.tsx` and unmounting the entire
|
||||
world (which would trigger a redundant octree rebuild and shadow re-config), the
|
||||
game stage block and the spawn-player block are wrapped in their own
|
||||
`<Suspense fallback={null}>` boundaries inside `src/world/World.tsx`. Any new
|
||||
sibling that suspends late should be added inside one of these boundaries or get
|
||||
its own.
|
||||
|
||||
The debug physics scene is ready when:
|
||||
|
||||
|
||||
@@ -20,3 +20,63 @@ If DevTools still opens a bundled file, stop the dev server, clear Vite's cached
|
||||
rm -rf node_modules/.vite
|
||||
npm run dev:three-debug
|
||||
```
|
||||
|
||||
## Visual debug toggles
|
||||
|
||||
The `Debug` folder of the runtime debug GUI exposes inspection toggles backed by
|
||||
`src/managers/stores/useDebugVisualsStore.ts`:
|
||||
|
||||
- **Show Player Model** — renders the main character GLTF in front of the
|
||||
current camera (`src/components/debug/DebugPlayerModel.tsx`). The model is
|
||||
positioned in camera-local space so it stays visible regardless of pitch.
|
||||
- **Show Octree** — overlays the collision octree as colored line segments,
|
||||
one wireframe per spatial cell (`src/components/debug/DebugOctreeVisualization.tsx`).
|
||||
Cells are colored by depth. Use it to inspect collision precision around
|
||||
doorways or passages.
|
||||
- **Octree Max Depth** — caps how deep the octree visualization recurses
|
||||
(default 6). Increase to see leaf-level subdivisions; decrease to keep the
|
||||
scene readable when the tree is large.
|
||||
|
||||
The octree visualization reads the live `Octree` instance from `World`. The
|
||||
mesh uses `depthTest: false` and a high `renderOrder`, so cells stay visible
|
||||
through opaque geometry.
|
||||
|
||||
## Shadow rendering intermittence
|
||||
|
||||
Shadows occasionally failed to render on initial load and could disappear
|
||||
mid-session even though the `Lighting` configuration ran to completion. The
|
||||
fix has two layers:
|
||||
|
||||
### Per-frame refresh (steady state)
|
||||
|
||||
The sun follows the camera, so its world matrix is dirty every frame. With
|
||||
`shadow.autoUpdate` alone, three.js can skip the shadow map re-render on a
|
||||
frame where the matrix update has happened but the renderer's internal dirty
|
||||
tracking does not pick it up. To prevent that, `Lighting.useFrame` sets
|
||||
`sun.shadow.needsUpdate = true` after the per-frame matrix updates. Shadow
|
||||
config is centralized in `src/data/world/lightingConfig.ts` (`bias=0`,
|
||||
`normalBias=0`, `cameraSize=95`).
|
||||
|
||||
### Mount-time shadow map reallocation (`useShadowMapWarmup`)
|
||||
|
||||
The merged static map and other GLTFs mount imperatively after `Lighting`,
|
||||
so the shadow render target ends up linked to a renderer state that pre-dates
|
||||
the final scene. Materials compiled at that point bake a "no shadow map"
|
||||
permutation into their shader program and silently fail to render shadows
|
||||
until a WebGL context-restore cycle (the kind triggered by Chrome DevTools
|
||||
in `?debug` runs) reallocates everything.
|
||||
|
||||
`src/hooks/three/useShadowMapWarmup.ts` replays that cycle programmatically
|
||||
without the cost of a full context loss. It runs a `useFrame` watchdog that
|
||||
samples the scene mesh count every 6 frames; once the count has been stable
|
||||
for ~1 s (or after a 5 s safety cap), it:
|
||||
|
||||
1. Disposes the directional light shadow map and nulls it. three.js
|
||||
reallocates the render target on the next render at the configured
|
||||
`mapSize`.
|
||||
2. Marks every material's `needsUpdate = true`, forcing a shader recompile
|
||||
that rebinds every program to the freshly created shadow sampler.
|
||||
3. Forces a single shadow pass and invalidates the renderer.
|
||||
|
||||
The watchdog runs once per mount and adds a single traversal every 6 frames
|
||||
during the warmup window, after which it self-terminates.
|
||||
|
||||
BIN
Binary file not shown.
BIN
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user