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authorLoic Blot <loic.blot@unix-experience.fr>2015-01-16 20:53:14 +1000
committerCraig Robbins <kde.psych@gmail.com>2015-01-16 20:54:04 +1000
commit46821f11566efa1da2ba74c9e95794d9e50d6812 (patch)
tree8f6b92c6805787b64d70e008f98138089afa6905
parent5e58a954910d9a9a3368bee71ab3aa0b3baf7c3a (diff)
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Optimize bumpmapping mathematics
OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl7
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl31
-rw-r--r--client/shaders/water_surface_shader/opengl_fragment.glsl7
-rw-r--r--client/shaders/water_surface_shader/opengl_vertex.glsl30
4 files changed, 58 insertions, 17 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 2a1cbc568..6dc96eb48 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -87,7 +87,12 @@ vec4 base = texture2D(baseTexture, uv).rgba;
vec3 E = normalize(eyeVec);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
float diffuse = dot(E,bump.xyz);
- color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
+ /* Mathematic optimization
+ * Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
+ * This optimization save 2 multiplications (orig: 4 multiplications + 3 additions
+ * end: 2 multiplications + 3 additions)
+ */
+ color = (0.05 + diffuse + 0.2 * specular) * base.rgb;
} else {
color = base.rgb;
}
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index ff310cc2f..07684f616 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -35,22 +35,39 @@ void main(void)
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
vec4 pos = gl_Vertex;
pos.y -= 2.0;
- pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
- + sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
+
+ float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
+
+ pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
vec4 pos = gl_Vertex;
vec4 pos2 = mWorld * gl_Vertex;
- pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
- pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
- pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
+
+ /*
+ * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
+ * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
+ * And bufferize calcul to a float
+ */
+ float pos2XpZ = pos2.x + pos2.z;
+
+ pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
+ pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
+ pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
vec4 pos = gl_Vertex;
vec4 pos2 = mWorld * gl_Vertex;
if (gl_TexCoord[0].y < 0.05) {
- pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
- pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
+ /*
+ * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
+ * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
+ * And bufferize calcul to a float
+ */
+ float pos2XpZ = pos2.x + pos2.z;
+
+ pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
+ pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;
}
gl_Position = mWorldViewProj * pos;
#else
diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl
index 2a1cbc568..6dc96eb48 100644
--- a/client/shaders/water_surface_shader/opengl_fragment.glsl
+++ b/client/shaders/water_surface_shader/opengl_fragment.glsl
@@ -87,7 +87,12 @@ vec4 base = texture2D(baseTexture, uv).rgba;
vec3 E = normalize(eyeVec);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
float diffuse = dot(E,bump.xyz);
- color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
+ /* Mathematic optimization
+ * Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
+ * This optimization save 2 multiplications (orig: 4 multiplications + 3 additions
+ * end: 2 multiplications + 3 additions)
+ */
+ color = (0.05 + diffuse + 0.2 * specular) * base.rgb;
} else {
color = base.rgb;
}
diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl
index ad94fde32..6e70bbc36 100644
--- a/client/shaders/water_surface_shader/opengl_vertex.glsl
+++ b/client/shaders/water_surface_shader/opengl_vertex.glsl
@@ -35,22 +35,36 @@ void main(void)
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
vec4 pos = gl_Vertex;
pos.y -= 2.0;
- pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
- + sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
+
+ float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
+
+ pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
vec4 pos = gl_Vertex;
vec4 pos2 = mWorld * gl_Vertex;
- pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
- pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
- pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
+ /*
+ * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
+ * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
+ * And bufferize calcul to a float
+ */
+ float pos2XpZ = pos2.x + pos2.z;
+ pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
+ pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
+ pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
vec4 pos = gl_Vertex;
vec4 pos2 = mWorld * gl_Vertex;
if (gl_TexCoord[0].y < 0.05) {
- pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
- pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
+ /*
+ * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
+ * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
+ * And bufferize calcul to a float
+ */
+ float pos2XpZ = pos2.x + pos2.z;
+ pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
+ pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;
}
gl_Position = mWorldViewProj * pos;
#else
@@ -88,7 +102,7 @@ void main(void)
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
- mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
+ mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);