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Update engine.ts
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@@ -320,7 +320,7 @@ const TIME_MAP = {
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} as const;
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} as const;
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const USE_GLOW = false; // ドローコールが増えて重い
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const USE_GLOW = false; // ドローコールが増えて重い
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const ENABLE_SUN_LIGHT = false; // ドローコールが増えて重い
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const ENABLE_SUN_LIGHT = true; // ドローコールが増えて重い
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export async function createRoomEngine(roomState: RoomState, canvas: HTMLCanvasElement) {
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export async function createRoomEngine(roomState: RoomState, canvas: HTMLCanvasElement) {
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//const babylonEngine = new BABYLON.WebGPUEngine(canvas);
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//const babylonEngine = new BABYLON.WebGPUEngine(canvas);
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@@ -491,6 +491,7 @@ export class RoomEngine {
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this.shadowGeneratorForRoomLight.bias = 0.0001;
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this.shadowGeneratorForRoomLight.bias = 0.0001;
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this.shadowGeneratorForRoomLight.usePercentageCloserFiltering = true;
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this.shadowGeneratorForRoomLight.usePercentageCloserFiltering = true;
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this.shadowGeneratorForRoomLight.filteringQuality = BABYLON.ShadowGenerator.QUALITY_HIGH;
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this.shadowGeneratorForRoomLight.filteringQuality = BABYLON.ShadowGenerator.QUALITY_HIGH;
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this.shadowGeneratorForRoomLight.getShadowMap().refreshRate = 60;
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//this.shadowGenerator1.useContactHardeningShadow = true;
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//this.shadowGenerator1.useContactHardeningShadow = true;
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if (ENABLE_SUN_LIGHT) {
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if (ENABLE_SUN_LIGHT) {
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@@ -506,6 +507,7 @@ export class RoomEngine {
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this.shadowGeneratorForSunLight.bias = 0.0001;
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this.shadowGeneratorForSunLight.bias = 0.0001;
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this.shadowGeneratorForSunLight.usePercentageCloserFiltering = true;
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this.shadowGeneratorForSunLight.usePercentageCloserFiltering = true;
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this.shadowGeneratorForSunLight.usePoissonSampling = true;
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this.shadowGeneratorForSunLight.usePoissonSampling = true;
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this.shadowGeneratorForSunLight.getShadowMap().refreshRate = 60;
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}
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}
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this.turnOnRoomLight();
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this.turnOnRoomLight();
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