diff options
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 3 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 12 | ||||
-rw-r--r-- | modules/bullet/space_bullet.cpp | 25 |
3 files changed, 32 insertions, 8 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index ac1aae62bd..03e6c185ee 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -1790,6 +1790,9 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado Color color = light_ptr->color * sign * energy * Math_PI; state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color); + Color shadow_color = light_ptr->shadow_color.to_linear(); + state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_COLOR, shadow_color); + //specific parameters switch (light_ptr->type) { diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 242329d4a7..6f6f827d60 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -158,6 +158,7 @@ varying highp vec3 specular_interp; // general for all lights uniform highp vec4 light_color; +uniform highp vec4 shadow_color; uniform highp float light_specular; // directional @@ -912,6 +913,7 @@ uniform highp vec3 light_direction; //may be used by fog, so leave here //done in fragment // general for all lights uniform highp vec4 light_color; +uniform highp vec4 shadow_color; uniform highp float light_specular; // directional @@ -1680,7 +1682,7 @@ FRAGMENT_SHADER_CODE float shadow = sample_shadow(light_shadow_atlas, splane); - light_att *= shadow; + light_att *= mix(shadow_color.rgb, vec3(1.0), shadow); } #endif @@ -1757,7 +1759,7 @@ FRAGMENT_SHADER_CODE shadow_att = mix(shadow_att, shadow_att2, pssm_blend); } #endif - light_att *= shadow_att; + light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att); } #endif //LIGHT_USE_PSSM4 @@ -1798,7 +1800,7 @@ FRAGMENT_SHADER_CODE shadow_att = mix(shadow_att, shadow_att2, pssm_blend); } #endif - light_att *= shadow_att; + light_att *= mix(shadow_color.rgb, vec3(1.0), shadow_att); } #endif //LIGHT_USE_PSSM2 @@ -1905,7 +1907,7 @@ FRAGMENT_SHADER_CODE } #endif - light_att *= shadow; + light_att *= mix(shadow_color.rgb, vec3(1.0), shadow); } } #endif //use vertex lighting @@ -1953,7 +1955,7 @@ FRAGMENT_SHADER_CODE highp vec4 splane = shadow_coord; float shadow = sample_shadow(light_shadow_atlas, splane); - light_att *= shadow; + light_att *= mix(shadow_color.rgb, vec3(1.0), shadow); } #endif diff --git a/modules/bullet/space_bullet.cpp b/modules/bullet/space_bullet.cpp index 6562b18b3c..f657a5e4fd 100644 --- a/modules/bullet/space_bullet.cpp +++ b/modules/bullet/space_bullet.cpp @@ -658,6 +658,8 @@ void SpaceBullet::check_ghost_overlaps() { for (x = areas.size() - 1; 0 <= x; --x) { area = areas[x]; + btVector3 area_scale(area->get_bt_body_scale()); + if (!area->is_monitoring()) continue; @@ -681,6 +683,7 @@ void SpaceBullet::check_ghost_overlaps() { bool hasOverlap = false; btCollisionObject *overlapped_bt_co = ghostOverlaps[i]; RigidCollisionObjectBullet *otherObject = static_cast<RigidCollisionObjectBullet *>(overlapped_bt_co->getUserPointer()); + btVector3 other_body_scale(otherObject->get_bt_body_scale()); if (!area->is_transform_changed() && !otherObject->is_transform_changed()) { hasOverlap = true; @@ -698,19 +701,35 @@ void SpaceBullet::check_ghost_overlaps() { if (!area->get_bt_shape(y)->isConvex()) continue; - gjk_input.m_transformA = area->get_transform__bullet() * area->get_bt_shape_transform(y); + btTransform area_shape_treansform(area->get_bt_shape_transform(y)); + area_shape_treansform.getOrigin() *= area_scale; + + gjk_input.m_transformA = + area->get_transform__bullet() * + area_shape_treansform; + area_shape = static_cast<btConvexShape *>(area->get_bt_shape(y)); // For each other object shape for (z = otherObject->get_shape_count() - 1; 0 <= z; --z) { other_body_shape = static_cast<btCollisionShape *>(otherObject->get_bt_shape(z)); - gjk_input.m_transformB = otherObject->get_transform__bullet() * otherObject->get_bt_shape_transform(z); + + btTransform other_shape_transform(otherObject->get_bt_shape_transform(z)); + other_shape_transform.getOrigin() *= other_body_scale; + + gjk_input.m_transformB = + otherObject->get_transform__bullet() * + other_shape_transform; if (other_body_shape->isConvex()) { btPointCollector result; - btGjkPairDetector gjk_pair_detector(area_shape, static_cast<btConvexShape *>(other_body_shape), gjk_simplex_solver, gjk_epa_pen_solver); + btGjkPairDetector gjk_pair_detector( + area_shape, + static_cast<btConvexShape *>(other_body_shape), + gjk_simplex_solver, + gjk_epa_pen_solver); gjk_pair_detector.getClosestPoints(gjk_input, result, 0); if (0 >= result.m_distance) { |