a lot!!! of changes
added main menu added debug display many debug widgets for plotting live data worked on android live sensors added offline-data sensor feeding some dummy data sensors worked on the map display added ui debug for grid-points, particles and weights added a cool dude to display the estimation added real filtering based on the Indoor components c++11 fixes for android compilation online and offline filtering support new resampling technique for testing map loading via dialog
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25
res/gl/fragmentColorPoint.glsl
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25
res/gl/fragmentColorPoint.glsl
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@@ -0,0 +1,25 @@
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#ifdef GL_ES
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// Set default precision to medium
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precision mediump int;
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precision mediump float;
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#endif
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// interpolated values
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//varying vec3 v_WorldPos;
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//varying vec3 v_normal;
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//varying vec2 v_texcoord;
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varying vec3 v_color;
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void main() {
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// set point color
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gl_FragColor = vec4(v_color, 1.0);
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#ifdef GL_ES
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// set point size
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gl_PointSize = 3.0;
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#endif
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}
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@@ -22,7 +22,7 @@ void main() {
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// diffuse fragment color
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vec4 ambient = texture2D(texDiffuse, v_texcoord);
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vec4 diffuse = ambient * vec4(0.8, 0.6, 0.35, 1.0);
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vec4 diffuse = ambient * vec4(0.8, 0.8, 0.8, 1.0);
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vec4 specular = vec4(1,1,1,1);
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// get the normal from the normal map
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@@ -46,12 +46,12 @@ void main() {
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// vec3 h = normalize(lightDir + eyeDir);
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// float intSpec = max(dot(h, normal), 0.0);
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// float specularIntensity = pow(intSpec, 2.0);
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float specularIntensity = pow(max(0.0, dot(eyeDir, reflect(-lightDir, normal))), 16);
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float specularIntensity = pow(max(0.0, dot(eyeDir, reflect(-lightDir, normal))), 16.0);
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// distance between fragment and light (in meter)
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float distToLight_m = length(lightWorldPos - v_WorldPos);
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float lightInt = clamp(1.0 / (distToLight_m / 10.0), 0.0, 1.0);
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float lightInt = 1.0;//clamp(1.0 / (distToLight_m / 10.0), 0.0, 1.0);
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// Set fragment color from texture
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vec4 finalColor =
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@@ -60,6 +60,7 @@ void main() {
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clamp(specular * specularIntensity, 0.0, 1.0) * 1.0;
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gl_FragColor = clamp(finalColor, 0.0, 1.0);
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gl_FragColor.a = 0.4;
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// FOG
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//float mixing = pow((1.0 - v_CamPos.z * 3.0), 2);
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res/gl/tex/empty_normals.jpg
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res/gl/tex/empty_normals.jpg
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res/gl/tex/wall3.jpg
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res/gl/tex/wall3.jpg
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res/gl/tex/wall3_normal.jpg
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res/gl/tex/wall3_normal.jpg
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@@ -12,6 +12,7 @@ attribute vec3 a_position;
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attribute vec3 a_normal;
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attribute vec2 a_texcoord;
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attribute vec3 a_tangent;
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attribute vec3 a_color;
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varying vec3 v_WorldPos;
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varying vec3 v_CamPos;
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@@ -20,6 +21,8 @@ varying vec3 v_normal;
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varying vec2 v_texcoord;
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varying mat3 normalMat;
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varying vec3 v_color;
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void main() {
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@@ -29,7 +32,7 @@ void main() {
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v_CamPos = vec3(mv_matrix * vec4(a_position, 1.0));
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v_normal = a_normal;//normalize(vec3(mv_matrix * vec4(a_normal, 0.0)));
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v_texcoord = a_texcoord;
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v_color = a_color;
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// http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-13-normal-mapping/
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