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

@@ -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);