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
This commit is contained in:
kazu
2016-09-16 19:30:04 +02:00
parent d910e88220
commit 075d8bb633
90 changed files with 4735 additions and 624 deletions

View File

@@ -0,0 +1,25 @@
#ifdef GL_ES
// Set default precision to medium
precision mediump int;
precision mediump float;
#endif
// interpolated values
//varying vec3 v_WorldPos;
//varying vec3 v_normal;
//varying vec2 v_texcoord;
varying vec3 v_color;
void main() {
// set point color
gl_FragColor = vec4(v_color, 1.0);
#ifdef GL_ES
// set point size
gl_PointSize = 3.0;
#endif
}

View File

@@ -22,7 +22,7 @@ void main() {
// diffuse fragment color
vec4 ambient = texture2D(texDiffuse, v_texcoord);
vec4 diffuse = ambient * vec4(0.8, 0.6, 0.35, 1.0);
vec4 diffuse = ambient * vec4(0.8, 0.8, 0.8, 1.0);
vec4 specular = vec4(1,1,1,1);
// get the normal from the normal map
@@ -46,12 +46,12 @@ void main() {
// vec3 h = normalize(lightDir + eyeDir);
// float intSpec = max(dot(h, normal), 0.0);
// float specularIntensity = pow(intSpec, 2.0);
float specularIntensity = pow(max(0.0, dot(eyeDir, reflect(-lightDir, normal))), 16);
float specularIntensity = pow(max(0.0, dot(eyeDir, reflect(-lightDir, normal))), 16.0);
// distance between fragment and light (in meter)
float distToLight_m = length(lightWorldPos - v_WorldPos);
float lightInt = clamp(1.0 / (distToLight_m / 10.0), 0.0, 1.0);
float lightInt = 1.0;//clamp(1.0 / (distToLight_m / 10.0), 0.0, 1.0);
// Set fragment color from texture
vec4 finalColor =
@@ -60,6 +60,7 @@ void main() {
clamp(specular * specularIntensity, 0.0, 1.0) * 1.0;
gl_FragColor = clamp(finalColor, 0.0, 1.0);
gl_FragColor.a = 0.4;
// FOG
//float mixing = pow((1.0 - v_CamPos.z * 3.0), 2);

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res/gl/tex/wall3.jpg Executable file

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res/gl/tex/wall3_normal.jpg Executable file

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@@ -12,6 +12,7 @@ attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_texcoord;
attribute vec3 a_tangent;
attribute vec3 a_color;
varying vec3 v_WorldPos;
varying vec3 v_CamPos;
@@ -20,6 +21,8 @@ varying vec3 v_normal;
varying vec2 v_texcoord;
varying mat3 normalMat;
varying vec3 v_color;
void main() {
@@ -29,7 +32,7 @@ void main() {
v_CamPos = vec3(mv_matrix * vec4(a_position, 1.0));
v_normal = a_normal;//normalize(vec3(mv_matrix * vec4(a_normal, 0.0)));
v_texcoord = a_texcoord;
v_color = a_color;
// http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-13-normal-mapping/