Feat/polish-mission1 #12
@@ -44,30 +44,39 @@ through opaque geometry.
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## Shadow rendering intermittence
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Shadows occasionally failed to render on initial load and could disappear
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mid-session even though the `Lighting` configuration ran to completion.
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mid-session even though the `Lighting` configuration ran to completion. The
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fix has two layers:
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Root cause: the sun follows the camera (its world matrix is dirty every frame
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via `updateMatrixWorld()` inside `Lighting.useFrame`). With `shadow.autoUpdate`
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alone, three.js can skip the shadow map re-render on a frame where the matrix
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update has happened but the renderer's internal dirty tracking does not pick
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it up, leaving the shadow map stale or unrendered.
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### Per-frame refresh (steady state)
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Fix in `src/world/Lighting.tsx`: explicit `sun.shadow.needsUpdate = true` in
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two places, restoring the belt-and-suspenders pattern from `develop`:
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The sun follows the camera, so its world matrix is dirty every frame. With
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`shadow.autoUpdate` alone, three.js can skip the shadow map re-render on a
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frame where the matrix update has happened but the renderer's internal dirty
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tracking does not pick it up. To prevent that, `Lighting.useFrame` sets
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`sun.shadow.needsUpdate = true` after the per-frame matrix updates. Shadow
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config is centralized in `src/data/world/lightingConfig.ts` (`bias=0`,
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`normalBias=0`, `cameraSize=95`).
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- After `configureSunShadow(...)` in the mount `useEffect`.
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- At the end of the `useFrame` block, right after `sun.updateMatrixWorld()`.
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### Mount-time shadow map reallocation (`useShadowMapWarmup`)
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Mitigations also in place:
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The merged static map and other GLTFs mount imperatively after `Lighting`,
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so the shadow render target ends up linked to a renderer state that pre-dates
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the final scene. Materials compiled at that point bake a "no shadow map"
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permutation into their shader program and silently fail to render shadows
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until a WebGL context-restore cycle (the kind triggered by Chrome DevTools
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in `?debug` runs) reallocates everything.
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- Shadow config centralized in `src/data/world/lightingConfig.ts`
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(`bias=0`, `normalBias=0`, `cameraSize=95`).
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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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- `gl.shadowMap.needsUpdate = true` on `onCreated` and on
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`webglcontextrestored` in `src/pages/page.tsx`.
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`src/hooks/three/useShadowMapWarmup.ts` replays that cycle programmatically
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without the cost of a full context loss. It runs a `useFrame` watchdog that
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samples the scene mesh count every 6 frames; once the count has been stable
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for ~1 s (or after a 5 s safety cap), it:
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If the issue reproduces, capture `[diag]`-style logs from `useOctreeGraphNode`,
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`Lighting`, and `GameMapCollision` to confirm there is no extra configuration
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pass (which would indicate a remaining suspending hook outside the existing
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Suspense boundaries).
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1. Disposes the directional light shadow map and nulls it. three.js
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reallocates the render target on the next render at the configured
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`mapSize`.
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2. Marks every material's `needsUpdate = true`, forcing a shader recompile
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that rebinds every program to the freshly created shadow sampler.
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3. Forces a single shadow pass and invalidates the renderer.
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The watchdog runs once per mount and adds a single traversal every 6 frames
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during the warmup window, after which it self-terminates.
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@@ -1,29 +1,9 @@
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import { useEffect, useRef } from "react";
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import type { RefObject } from "react";
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import { Mesh, type Object3D } from "three";
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import { type Object3D } from "three";
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import { Octree } from "three-stdlib";
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import type { OctreeReadyHandler } from "@/types/three/three";
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// [diag] temporary — count meshes/triangles captured in the octree graph node
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function snapshotGraphNode(node: Object3D): {
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meshCount: number;
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triCount: number;
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} {
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let meshCount = 0;
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let triCount = 0;
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node.traverse((obj) => {
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if (obj instanceof Mesh) {
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meshCount += 1;
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const geom = obj.geometry;
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const idx = geom.index;
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triCount += idx
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? idx.count / 3
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: (geom.attributes.position?.count ?? 0) / 3;
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}
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});
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return { meshCount, triCount };
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}
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export function useOctreeGraphNode(
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graphNodeRef: RefObject<Object3D | null>,
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onOctreeReady: OctreeReadyHandler,
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@@ -48,15 +28,6 @@ export function useOctreeGraphNode(
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const octree = new Octree();
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octree.fromGraphNode(graphNode);
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// [diag] temporary — log octree contents to detect partial builds
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const snapshot = snapshotGraphNode(graphNode);
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console.log("[octree:build]", {
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rebuildKey,
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meshCount: snapshot.meshCount,
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triCount: Math.round(snapshot.triCount),
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timestamp: performance.now().toFixed(0),
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});
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onOctreeReady(octree);
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}, [enabled, graphNodeRef, onOctreeReady, rebuildKey]);
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}
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@@ -0,0 +1,105 @@
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import { useRef } from "react";
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import { useFrame } from "@react-three/fiber";
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import {
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Material,
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Mesh,
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type DirectionalLight,
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type Scene,
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type WebGLRenderer,
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} from "three";
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interface UseShadowMapWarmupOptions {
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/** Light whose shadow map should be reallocated once the scene stabilizes. */
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light: React.RefObject<DirectionalLight | null>;
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scene: Scene;
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gl: WebGLRenderer;
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invalidate: () => void;
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/** Frames the mesh count must remain unchanged to consider the scene stable. */
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stableFramesThreshold?: number;
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/** Hard cap on how long we keep watching, in frames (~5s @60fps). */
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safetyCapFrames?: number;
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/** Sample mesh count every N frames to keep the traversal cost negligible. */
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sampleEveryFrames?: number;
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}
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export function useShadowMapWarmup({
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light,
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scene,
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gl,
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invalidate,
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stableFramesThreshold = 60,
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safetyCapFrames = 300,
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sampleEveryFrames = 6,
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}: UseShadowMapWarmupOptions): void {
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const meshCountRef = useRef(0);
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const stableFramesRef = useRef(0);
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const watchFramesRef = useRef(0);
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const doneRef = useRef(false);
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useFrame(() => {
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if (doneRef.current || !light.current) return;
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watchFramesRef.current += 1;
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if (watchFramesRef.current % sampleEveryFrames === 0) {
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let meshCount = 0;
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scene.traverse((object) => {
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if (object instanceof Mesh) meshCount += 1;
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});
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if (meshCount !== meshCountRef.current) {
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meshCountRef.current = meshCount;
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stableFramesRef.current = 0;
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} else {
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stableFramesRef.current += sampleEveryFrames;
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}
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}
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const stableEnough = stableFramesRef.current >= stableFramesThreshold;
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const safetyCapReached = watchFramesRef.current >= safetyCapFrames;
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if (!stableEnough && !safetyCapReached) return;
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doneRef.current = true;
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reallocateShadowMap(light.current);
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invalidateAllMaterials(scene);
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forceShadowPass(gl, scene, light.current);
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invalidate();
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});
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}
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function reallocateShadowMap(light: DirectionalLight): void {
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const shadowMap = light.shadow.map;
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if (!shadowMap) return;
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shadowMap.dispose();
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light.shadow.map = null;
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}
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function invalidateAllMaterials(scene: Scene): void {
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const seen = new Set<Material>();
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scene.traverse((object) => {
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if (!(object instanceof Mesh)) return;
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const materials = Array.isArray(object.material)
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? object.material
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: [object.material];
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for (const material of materials) {
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if (!material || seen.has(material)) continue;
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seen.add(material);
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material.needsUpdate = true;
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}
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});
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}
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function forceShadowPass(
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gl: WebGLRenderer,
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scene: Scene,
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light: DirectionalLight,
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): void {
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scene.updateMatrixWorld(true);
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light.target.updateMatrixWorld(true);
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light.updateMatrixWorld(true);
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light.shadow.camera.updateMatrixWorld(true);
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light.shadow.camera.updateProjectionMatrix();
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light.shadow.needsUpdate = true;
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gl.shadowMap.needsUpdate = true;
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}
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@@ -272,37 +272,30 @@ function CollisionModelInstance({
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});
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const sceneInstance = useClonedObject(scene);
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useEffect(() => {
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// Strip the door slab from the la fabrik collision octree so the player
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// can walk through the doorway. The visual model is rendered separately
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// by MergedStaticMapModel and is unaffected.
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// Strip the door slab AND its Solidify-modifier frame from the la fabrik
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// collision octree so the player can walk through the doorway. The visual
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// model is rendered separately by `MergedStaticMapModel` and is unaffected.
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//
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// - `porte` (+ Blender suffixes `porte.001` / `porte_001`): the door slab
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// itself. We exclude unrelated names like `porte stock` (a shelf of
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// stocked doors) by requiring an exact match or a numeric suffix only.
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// - Children of a `Thicken` parent: the doorway frame produced by
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// Blender's Solidify modifier. Its world AABBs sit right inside the
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// doorway and otherwise prevent the player from entering / exiting.
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if (node.name !== "lafabrik") return;
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// Strip the door slab (and any Blender-suffixed variant like `porte.001`,
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// `porte_001`) from the la fabrik collision octree so the player can walk
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// through the doorway. The visual model is rendered separately by
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// MergedStaticMapModel and is unaffected. We exclude unrelated names like
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// `porte stock` (a shelf of stocked doors) by requiring an exact match or
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// a numeric suffix only.
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const isDoorSlab = (name: string): boolean =>
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name === "porte" || /^porte[._]\d+$/i.test(name);
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const isDoorFrameThickenChild = (child: THREE.Object3D): boolean =>
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child.parent?.name === "Thicken";
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// [diag] temporary — collect all door-like candidate names to debug stripping
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const candidates: string[] = [];
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const removed: THREE.Object3D[] = [];
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const doorMeshes: THREE.Object3D[] = [];
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sceneInstance.traverse((child) => {
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if (/porte/i.test(child.name)) {
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candidates.push(child.name);
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}
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if (isDoorSlab(child.name)) {
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removed.push(child);
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if (isDoorSlab(child.name) || isDoorFrameThickenChild(child)) {
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doorMeshes.push(child);
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}
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});
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console.log("[lafabrik:porte-strip]", {
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candidates,
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strippedCount: removed.length,
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strippedNames: removed.map((c) => c.name),
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});
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for (const child of removed) {
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for (const child of doorMeshes) {
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child.removeFromParent();
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}
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}, [node.name, sceneInstance]);
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+26
-116
@@ -1,12 +1,10 @@
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import { useEffect, useRef } from "react";
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import { useFrame, useThree } from "@react-three/fiber";
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import {
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Mesh,
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PCFShadowMap,
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type AmbientLight,
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type DirectionalLight,
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type Object3D,
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type Scene,
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type WebGLRenderer,
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} from "three";
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import {
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@@ -29,6 +27,7 @@ import {
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} from "@/data/world/lightingConfig";
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import { LA_FABRIK_INTERIOR_LIGHT_POSITION } from "@/data/world/laFabrikConfig";
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import { useDebugFolder } from "@/hooks/debug/useDebugFolder";
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import { useShadowMapWarmup } from "@/hooks/three/useShadowMapWarmup";
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import { LIGHTING_STATE } from "@/world/lightingState";
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function configureRendererShadows(gl: WebGLRenderer): void {
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@@ -53,35 +52,17 @@ function configureSunShadow(sun: DirectionalLight, sunTarget: Object3D): void {
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sun.shadow.camera.updateProjectionMatrix();
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}
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function forceShadowPass(
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gl: WebGLRenderer,
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scene: Scene,
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function placeSunRelativeToCamera(
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sun: DirectionalLight,
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sunTarget: Object3D,
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cameraPosition: { x: number; z: number },
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): void {
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scene.updateMatrixWorld(true);
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sun.updateMatrixWorld(true);
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sun.shadow.camera.updateProjectionMatrix();
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sun.shadow.needsUpdate = true;
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gl.shadowMap.needsUpdate = true;
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}
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// [diag] temporary helper: count shadow-casting/receiving meshes in the scene
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function snapshotShadowMeshes(scene: Scene): {
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meshCount: number;
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castShadowCount: number;
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receiveShadowCount: number;
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} {
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let meshCount = 0;
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let castShadowCount = 0;
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let receiveShadowCount = 0;
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scene.traverse((obj) => {
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if (obj instanceof Mesh) {
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meshCount += 1;
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if (obj.castShadow) castShadowCount += 1;
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if (obj.receiveShadow) receiveShadowCount += 1;
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}
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});
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return { meshCount, castShadowCount, receiveShadowCount };
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sunTarget.position.set(cameraPosition.x, 0, cameraPosition.z);
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sun.position.set(
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cameraPosition.x + LIGHTING_STATE.sunX,
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LIGHTING_STATE.sunY,
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cameraPosition.z + LIGHTING_STATE.sunZ,
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);
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}
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export function Lighting(): React.JSX.Element {
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@@ -92,68 +73,20 @@ export function Lighting(): React.JSX.Element {
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const ambient = useRef<AmbientLight>(null);
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const sun = useRef<DirectionalLight>(null);
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const sunTarget = useRef<Object3D>(null);
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const lastDiagAtRef = useRef(0);
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useEffect(() => {
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if (!sun.current || !sunTarget.current) return;
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configureSunShadow(sun.current, sunTarget.current);
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configureRendererShadows(gl);
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configureSunShadow(sun.current, sunTarget.current);
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// Prime the sun + target onto the camera before the first shadow pass so
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// the initial shadow frustum already covers the visible scene; without
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// this, the first frame is rendered with the default (origin-centered)
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// frustum and shadows can appear absent until the player moves.
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placeSunRelativeToCamera(sun.current, sunTarget.current, camera.position);
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}, [camera, gl]);
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// Multi-frame shadow warmup: forces the shadow pass over 3 consecutive
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// frames so newly mounted meshes (loaded asynchronously by Suspense) get
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// their world matrices and shadow map properly allocated. Without this,
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// shadows can fail to render after a Physics Suspense remount.
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let raf1 = 0;
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let raf2 = 0;
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forceShadowPass(gl, scene, sun.current);
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invalidate();
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raf1 = window.requestAnimationFrame(() => {
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if (!sun.current) return;
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forceShadowPass(gl, scene, sun.current);
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invalidate();
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raf2 = window.requestAnimationFrame(() => {
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if (!sun.current) return;
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forceShadowPass(gl, scene, sun.current);
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invalidate();
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});
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});
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// [diag] one-shot scene snapshot to count shadow casters/receivers
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const counts = snapshotShadowMeshes(scene);
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console.log("[shadow:mount]", {
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shadowMapEnabled: gl.shadowMap.enabled,
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shadowMapType: gl.shadowMap.type,
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shadowAutoUpdate: gl.shadowMap.autoUpdate,
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sunCastShadow: sun.current.castShadow,
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hasShadowMap: !!sun.current.shadow.map,
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...counts,
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});
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// [diag] temporary — track WebGL context loss/restore to correlate with shadow drops
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const canvas = gl.domElement;
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const handleContextLost = (event: Event) => {
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event.preventDefault();
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console.log("[ctx:lost]", { timestamp: performance.now().toFixed(0) });
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};
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const handleContextRestored = () => {
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console.log("[ctx:restored]", {
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timestamp: performance.now().toFixed(0),
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});
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if (sun.current) {
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forceShadowPass(gl, scene, sun.current);
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invalidate();
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}
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};
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canvas.addEventListener("webglcontextlost", handleContextLost);
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canvas.addEventListener("webglcontextrestored", handleContextRestored);
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return () => {
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window.cancelAnimationFrame(raf1);
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window.cancelAnimationFrame(raf2);
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canvas.removeEventListener("webglcontextlost", handleContextLost);
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canvas.removeEventListener("webglcontextrestored", handleContextRestored);
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};
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}, [gl, invalidate, scene]);
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useShadowMapWarmup({ light: sun, scene, gl, invalidate });
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useDebugFolder("Lighting", (folder) => {
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folder.addColor(LIGHTING_STATE, "ambientColor").name("Ambient Color");
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@@ -187,43 +120,20 @@ export function Lighting(): React.JSX.Element {
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.name("Sun Z");
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});
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useFrame(({ clock }) => {
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useFrame(() => {
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if (ambient.current) {
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ambient.current.color.set(LIGHTING_STATE.ambientColor);
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ambient.current.intensity = LIGHTING_STATE.ambientIntensity;
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}
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if (sun.current && sunTarget.current) {
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sunTarget.current.position.set(camera.position.x, 0, camera.position.z);
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sunTarget.current.updateMatrixWorld();
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sun.current.position.set(
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camera.position.x + LIGHTING_STATE.sunX,
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LIGHTING_STATE.sunY,
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camera.position.z + LIGHTING_STATE.sunZ,
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);
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sun.current.color.set(LIGHTING_STATE.sunColor);
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sun.current.intensity = LIGHTING_STATE.sunIntensity;
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sun.current.updateMatrixWorld();
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sun.current.shadow.needsUpdate = true;
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}
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if (!sun.current || !sunTarget.current) return;
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// [diag] periodic shadow pipeline check (every 2s)
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const now = clock.getElapsedTime();
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if (now - lastDiagAtRef.current > 2 && sun.current) {
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lastDiagAtRef.current = now;
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console.log("[shadow:tick]", {
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shadowMapEnabled: gl.shadowMap.enabled,
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shadowAutoUpdate: gl.shadowMap.autoUpdate,
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sunCastShadow: sun.current.castShadow,
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sunIntensity: sun.current.intensity,
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hasShadowMapTexture: !!sun.current.shadow.map?.texture,
|
||||
sunPos: sun.current.position.toArray().map((n) => Number(n.toFixed(2))),
|
||||
targetPos: sunTarget.current?.position
|
||||
.toArray()
|
||||
.map((n) => Number(n.toFixed(2))),
|
||||
renderCalls: gl.info.render.calls,
|
||||
});
|
||||
}
|
||||
placeSunRelativeToCamera(sun.current, sunTarget.current, camera.position);
|
||||
sunTarget.current.updateMatrixWorld();
|
||||
sun.current.color.set(LIGHTING_STATE.sunColor);
|
||||
sun.current.intensity = LIGHTING_STATE.sunIntensity;
|
||||
sun.current.updateMatrixWorld();
|
||||
sun.current.shadow.needsUpdate = true;
|
||||
});
|
||||
|
||||
return (
|
||||
|
||||
Reference in New Issue
Block a user