Add kiva_shelf to prepare for picking/grasping task
Fix uninitialized variable jointDamping/jointFriction in SDF importer Add SDF <pose> parsing in visual, inertial, collision elements. Slight improvement in TinyRender loading performance of largish meshes (30k vertices) Reduce #define MAX_SDF_BODIES to 500, due to some issue in client code, todo: figure out what the issue is. b3RobotSimAPI support SDF file loading Tiny improvement in OpenGL hardware renderer lighting, to distinguish faces without textures
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@@ -19,7 +19,7 @@ subject to the following restrictions:
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bool useShadowMap=true;//false;//true;
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int shadowMapWidth=4096;//8192;
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int shadowMapHeight=4096;
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float shadowMapWorldSize=50;
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float shadowMapWorldSize=25;
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#define MAX_POINTS_IN_BATCH 1024
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#define MAX_LINES_IN_BATCH 1024
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@@ -75,7 +75,7 @@ float shadowMapWorldSize=50;
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static InternalDataRenderer* sData2;
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GLint lineWidthRange[2]={1,1};
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static b3Vector3 gLightPos=b3MakeVector3(-5,200,-40);
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static b3Vector3 gLightPos=b3MakeVector3(-5,12,-4);
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struct b3GraphicsInstance
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{
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@@ -25,7 +25,8 @@ void main(void)
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vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;
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vec3 ct,cf;
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float intensity,at,af;
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intensity = max(dot(lightDir,normalize(normal)),0);
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intensity = 0.5+0.5*clamp( dot( normalize(normal),lightDir ), -1,1 );
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cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient;
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af = 1.0;
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@@ -22,7 +22,8 @@ static const char* instancingFragmentShader= \
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" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;\n"
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" vec3 ct,cf;\n"
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" float intensity,at,af;\n"
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" intensity = max(dot(lightDir,normalize(normal)),0);\n"
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" \n"
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" intensity = 0.5+0.5*clamp( dot( normalize(normal),lightDir ), -1,1 );\n"
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" cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient;\n"
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" af = 1.0;\n"
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" \n"
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@@ -61,7 +61,7 @@ out vec3 lightDir,normal,ambient;
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void main(void)
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{
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vec4 q = instance_quaternion;
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ambient = vec3(0.6,.6,0.6);
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ambient = vec3(0.5,.5,0.5);
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vec4 worldNormal = (quatRotate3( vertexnormal,q));
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normal = normalize(worldNormal).xyz;
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@@ -52,7 +52,7 @@ static const char* instancingVertexShader= \
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"void main(void)\n"
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"{\n"
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" vec4 q = instance_quaternion;\n"
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" ambient = vec3(0.6,.6,0.6);\n"
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" ambient = vec3(0.5,.5,0.5);\n"
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" \n"
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" vec4 worldNormal = (quatRotate3( vertexnormal,q));\n"
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" normal = normalize(worldNormal).xyz;\n"
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@@ -27,8 +27,7 @@ void main(void)
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vec3 ct,cf;
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float intensity,at,af;
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intensity = clamp( dot( normalize(normal),lightDir ), 0,1 );
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intensity = 0.5+0.5*clamp( dot( normalize(normal),lightDir ), -1,1 );
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af = 1.0;
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@@ -21,8 +21,7 @@ static const char* useShadowMapInstancingFragmentShader= \
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" vec3 ct,cf;\n"
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" float intensity,at,af;\n"
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" \n"
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" intensity = clamp( dot( normalize(normal),lightDir ), 0,1 );\n"
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" \n"
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" intensity = 0.5+0.5*clamp( dot( normalize(normal),lightDir ), -1,1 );\n"
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" \n"
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" af = 1.0;\n"
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" \n"
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@@ -65,7 +65,7 @@ out vec3 lightDir,normal,ambient;
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void main(void)
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{
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vec4 q = instance_quaternion;
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ambient = vec3(0.6,.6,0.6);
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ambient = vec3(0.5,.5,0.5);
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vec4 worldNormal = (quatRotate3( vertexnormal,q));
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@@ -55,7 +55,7 @@ static const char* useShadowMapInstancingVertexShader= \
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"void main(void)\n"
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"{\n"
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" vec4 q = instance_quaternion;\n"
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" ambient = vec3(0.6,.6,0.6);\n"
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" ambient = vec3(0.5,.5,0.5);\n"
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" \n"
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" vec4 worldNormal = (quatRotate3( vertexnormal,q));\n"
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" \n"
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