224 lines
6.9 KiB
TypeScript
224 lines
6.9 KiB
TypeScript
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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AMBIENT_INTENSITY_MAX,
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AMBIENT_INTENSITY_MIN,
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AMBIENT_INTENSITY_STEP,
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SHADOW_CONFIG,
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SUN_INTENSITY_MAX,
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SUN_INTENSITY_MIN,
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SUN_INTENSITY_STEP,
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SUN_X_MAX,
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SUN_X_MIN,
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SUN_X_STEP,
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SUN_Y_MAX,
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SUN_Y_MIN,
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SUN_Y_STEP,
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SUN_Z_MAX,
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SUN_Z_MIN,
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SUN_Z_STEP,
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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 { LIGHTING_STATE } from "@/world/lightingState";
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function configureRendererShadows(gl: WebGLRenderer): void {
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gl.shadowMap.enabled = true;
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gl.shadowMap.type = PCFShadowMap;
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gl.shadowMap.autoUpdate = true;
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}
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function configureSunShadow(sun: DirectionalLight, sunTarget: Object3D): void {
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sun.target = sunTarget;
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sun.shadow.autoUpdate = true;
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sun.shadow.bias = SHADOW_CONFIG.bias;
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sun.shadow.normalBias = SHADOW_CONFIG.normalBias;
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sun.shadow.mapSize.width = SHADOW_CONFIG.mapSize;
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sun.shadow.mapSize.height = SHADOW_CONFIG.mapSize;
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sun.shadow.camera.left = -SHADOW_CONFIG.cameraSize;
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sun.shadow.camera.right = SHADOW_CONFIG.cameraSize;
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sun.shadow.camera.top = SHADOW_CONFIG.cameraSize;
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sun.shadow.camera.bottom = -SHADOW_CONFIG.cameraSize;
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sun.shadow.camera.near = SHADOW_CONFIG.cameraNear;
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sun.shadow.camera.far = SHADOW_CONFIG.cameraFar;
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sun.shadow.camera.updateProjectionMatrix();
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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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}
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export function Lighting(): React.JSX.Element {
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const camera = useThree((state) => state.camera);
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const gl = useThree((state) => state.gl);
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const scene = useThree((state) => state.scene);
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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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sun.current.shadow.needsUpdate = true;
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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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sun.current.shadow.needsUpdate = true;
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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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canvas.removeEventListener("webglcontextlost", handleContextLost);
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canvas.removeEventListener("webglcontextrestored", handleContextRestored);
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};
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}, [gl, scene]);
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useDebugFolder("Lighting", (folder) => {
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folder.addColor(LIGHTING_STATE, "ambientColor").name("Ambient Color");
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folder
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.add(
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LIGHTING_STATE,
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"ambientIntensity",
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AMBIENT_INTENSITY_MIN,
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AMBIENT_INTENSITY_MAX,
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AMBIENT_INTENSITY_STEP,
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)
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.name("Ambient");
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folder
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.add(
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LIGHTING_STATE,
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"sunIntensity",
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SUN_INTENSITY_MIN,
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SUN_INTENSITY_MAX,
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SUN_INTENSITY_STEP,
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)
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.name("Sun Intensity");
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folder.addColor(LIGHTING_STATE, "sunColor").name("Sun Color");
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folder
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.add(LIGHTING_STATE, "sunX", SUN_X_MIN, SUN_X_MAX, SUN_X_STEP)
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.name("Sun X");
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folder
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.add(LIGHTING_STATE, "sunY", SUN_Y_MIN, SUN_Y_MAX, SUN_Y_STEP)
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.name("Sun Y");
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folder
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.add(LIGHTING_STATE, "sunZ", SUN_Z_MIN, SUN_Z_MAX, SUN_Z_STEP)
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.name("Sun Z");
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});
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useFrame(({ clock }) => {
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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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// [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,
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sunPos: sun.current.position.toArray().map((n) => Number(n.toFixed(2))),
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targetPos: sunTarget.current?.position
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.toArray()
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.map((n) => Number(n.toFixed(2))),
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renderCalls: gl.info.render.calls,
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});
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}
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});
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return (
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<>
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<ambientLight
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ref={ambient}
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intensity={LIGHTING_STATE.ambientIntensity}
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color={LIGHTING_STATE.ambientColor}
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/>
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<directionalLight
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ref={sun}
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position={[
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LIGHTING_STATE.sunX,
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LIGHTING_STATE.sunY,
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LIGHTING_STATE.sunZ,
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]}
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intensity={LIGHTING_STATE.sunIntensity}
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color={LIGHTING_STATE.sunColor}
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castShadow
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/>
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<object3D ref={sunTarget} />
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<pointLight
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position={LA_FABRIK_INTERIOR_LIGHT_POSITION}
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color="#dbeafe"
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intensity={1.2}
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distance={14}
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decay={1.6}
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/>
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</>
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);
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}
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