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La-Fabrik/docs/technical/three-debugging.md
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Tom Boullay 134c0aecb7
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fix(world): reallocate shadow map after Suspense + clear LaFabrik doorway
Shadows occasionally failed to render on initial load and the Fabrik
doorway sometimes blocked the player. Both issues are tracked down to
geometry that mounts after Lighting:

- Shadows: GLTFs and the merged static map mount imperatively after
  Lighting, so materials get compiled against a renderer state that
  pre-dates the final scene and bake a 'no shadow map' permutation,
  silently dropping shadows. A WebGL context-restore cycle fixes it,
  but is too invasive. New 'useShadowMapWarmup' hook replays it
  cheaply: once the scene mesh count has been stable for ~1s, it
  disposes the directional shadow map (three.js reallocates it on
  the next render) and marks every material 'needsUpdate' so shaders
  rebind to the freshly created shadow sampler.
- Doorway: the door slab + its Solidify-modifier frame (children of
  the 'Thicken' parent in the LaFabrik GLTF) sat inside the doorway
  AABB and prevented the player from walking through. Stripped from
  the collision octree alongside the existing 'porte' slab; visual
  rendering is unaffected.

Also: extract sun-relative-to-camera placement into a small helper,
remove the temporary diagnostic logs, and document the shadow warmup
in three-debugging.md.
2026-06-01 23:37:57 +02:00

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Markdown

# Three Debugging
Use the dedicated debug mode when you need Chrome DevTools to step into Three.js internals.
```bash
npm run dev:three-debug
```
This mode aliases `three` to `node_modules/three/src/Three.js` and disables Vite dependency pre-bundling for Three. In DevTools, open `node_modules/three/src/renderers/WebGLRenderer.js` and place a breakpoint inside:
```js
this.render = function (scene, camera) {
```
Reload the page or trigger a frame. When the breakpoint hits, inspect `scene`, `camera`, renderer state, visible objects, matrices, materials, and `this.info.render`.
If DevTools still opens a bundled file, stop the dev server, clear Vite's cached deps, and restart:
```bash
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.