import { useEffect, useRef } from "react"; import { useFrame, useThree } from "@react-three/fiber"; import { PCFShadowMap, type AmbientLight, type DirectionalLight, type Object3D, type WebGLRenderer, } from "three"; import { AMBIENT_INTENSITY_MAX, AMBIENT_INTENSITY_MIN, AMBIENT_INTENSITY_STEP, SHADOW_CONFIG, SUN_INTENSITY_MAX, SUN_INTENSITY_MIN, SUN_INTENSITY_STEP, SUN_X_MAX, SUN_X_MIN, SUN_X_STEP, SUN_Y_MAX, SUN_Y_MIN, SUN_Y_STEP, SUN_Z_MAX, SUN_Z_MIN, SUN_Z_STEP, } from "@/data/world/lightingConfig"; import { LA_FABRIK_INTERIOR_LIGHT_POSITION } from "@/data/world/laFabrikConfig"; import { useDebugFolder } from "@/hooks/debug/useDebugFolder"; import { useShadowMapWarmup } from "@/hooks/three/useShadowMapWarmup"; import { LIGHTING_STATE } from "@/world/lightingState"; function configureRendererShadows(gl: WebGLRenderer): void { gl.shadowMap.enabled = true; gl.shadowMap.type = PCFShadowMap; gl.shadowMap.autoUpdate = true; } function configureSunShadow(sun: DirectionalLight, sunTarget: Object3D): void { sun.target = sunTarget; sun.shadow.autoUpdate = true; 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(); } function placeSunRelativeToCamera( sun: DirectionalLight, sunTarget: Object3D, cameraPosition: { x: number; z: number }, ): void { sunTarget.position.set(cameraPosition.x, 0, cameraPosition.z); sun.position.set( cameraPosition.x + LIGHTING_STATE.sunX, LIGHTING_STATE.sunY, cameraPosition.z + LIGHTING_STATE.sunZ, ); } export function Lighting(): React.JSX.Element { const camera = useThree((state) => state.camera); const gl = useThree((state) => state.gl); const scene = useThree((state) => state.scene); const invalidate = useThree((state) => state.invalidate); const ambient = useRef(null); const sun = useRef(null); const sunTarget = useRef(null); useEffect(() => { if (!sun.current || !sunTarget.current) return; configureRendererShadows(gl); configureSunShadow(sun.current, sunTarget.current); // Prime the sun + target onto the camera before the first shadow pass so // the initial shadow frustum already covers the visible scene; without // this, the first frame is rendered with the default (origin-centered) // frustum and shadows can appear absent until the player moves. placeSunRelativeToCamera(sun.current, sunTarget.current, camera.position); }, [camera, gl]); useShadowMapWarmup({ light: sun, scene, gl, invalidate }); useDebugFolder("Lighting", (folder) => { folder.addColor(LIGHTING_STATE, "ambientColor").name("Ambient Color"); folder .add( LIGHTING_STATE, "ambientIntensity", AMBIENT_INTENSITY_MIN, AMBIENT_INTENSITY_MAX, AMBIENT_INTENSITY_STEP, ) .name("Ambient"); folder .add( LIGHTING_STATE, "sunIntensity", SUN_INTENSITY_MIN, SUN_INTENSITY_MAX, SUN_INTENSITY_STEP, ) .name("Sun Intensity"); folder.addColor(LIGHTING_STATE, "sunColor").name("Sun Color"); folder .add(LIGHTING_STATE, "sunX", SUN_X_MIN, SUN_X_MAX, SUN_X_STEP) .name("Sun X"); folder .add(LIGHTING_STATE, "sunY", SUN_Y_MIN, SUN_Y_MAX, SUN_Y_STEP) .name("Sun Y"); folder .add(LIGHTING_STATE, "sunZ", SUN_Z_MIN, SUN_Z_MAX, SUN_Z_STEP) .name("Sun Z"); }); useFrame(() => { if (ambient.current) { ambient.current.color.set(LIGHTING_STATE.ambientColor); ambient.current.intensity = LIGHTING_STATE.ambientIntensity; } if (!sun.current || !sunTarget.current) return; 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 ( <> ); }