From 46821f11566efa1da2ba74c9e95794d9e50d6812 Mon Sep 17 00:00:00 2001
From: Loic Blot <loic.blot@unix-experience.fr>
Date: Fri, 16 Jan 2015 20:53:14 +1000
Subject: Optimize bumpmapping mathematics

OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
---
 client/shaders/nodes_shader/opengl_fragment.glsl |  7 +++++-
 client/shaders/nodes_shader/opengl_vertex.glsl   | 31 ++++++++++++++++++------
 2 files changed, 30 insertions(+), 8 deletions(-)

(limited to 'client/shaders/nodes_shader')

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
-- 
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