building color tweaks

This commit is contained in:
Hannes Janetzek 2013-01-24 22:23:00 +01:00
parent 2f3ae3e7c0
commit 5f6025206d

View File

@ -216,7 +216,10 @@ public class ExtrusionOverlay extends RenderOverlay {
} }
return; return;
} }
GLES20.glDepthMask(true); GLES20.glDepthMask(true);
//GLES20.glStencilMask(0xff);
//GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_STENCIL_BUFFER_BIT);
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT); GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT);
GLState.test(true, false); GLState.test(true, false);
@ -343,12 +346,12 @@ public class ExtrusionOverlay extends RenderOverlay {
// sligthly differ adjacent side // sligthly differ adjacent side
// faces to improve contrast // faces to improve contrast
_a * ((_r - _s + 1) / 255), _a * ((_r - _s + 1) / 255),
_a * ((_g - _s) / 255), _a * ((_g - _s + 1) / 255),
_a * ((_b - _s) / 255), _a * ((_b - _s) / 255),
_a, _a,
_a * ((_r - _s) / 255), _a * ((_r - _s) / 255),
_a * ((_g - _s) / 255), _a * ((_g - _s) / 255),
_a * ((_b - _s - 2) / 255), _a * ((_b - _s) / 255),
_a, _a,
// roof outline // roof outline
(_r - _o) / 255, (_r - _o) / 255,
@ -419,14 +422,14 @@ public class ExtrusionOverlay extends RenderOverlay {
+ " float dir = a_light.y / ff;" + " float dir = a_light.y / ff;"
+ " float z = (0.98 + gl_Position.z * 0.02);" + " float z = (0.98 + gl_Position.z * 0.02);"
+ " color = u_color[1];" + " color = u_color[1];"
+ " color.rgb *= (0.8 + dir * 0.2) * z;" + " color.rgb *= (0.9 + dir * 0.1) * z;"
+ " } else if (u_mode == 2){" + " } else if (u_mode == 2){"
// sides 2 - use 0x00ff // sides 2 - use 0x00ff
//+ " float dir = abs(a_light.x / ff - 0.5);" //+ " float dir = abs(a_light.x / ff - 0.5);"
+ " float dir = a_light.x / ff;" + " float dir = a_light.x / ff;"
+ " float z = (0.95 + gl_Position.z * 0.05);" + " float z = (0.95 + gl_Position.z * 0.05);"
+ " color = u_color[2] * z;" + " color = u_color[2] * z;"
+ " color.rgb *= (0.8 + dir * 0.2) * z;" + " color.rgb *= (0.9 + dir * 0.1) * z;"
+ " } else {" + " } else {"
// outline // outline
+ " float z = (0.8 - gl_Position.z * 0.2);" + " float z = (0.8 - gl_Position.z * 0.2);"