Revert "Optimize bumpmapping mathematics"

This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a.
This commit is contained in:
Craig Robbins 2015-01-16 01:30:03 +10:00
parent 5cf911ffe1
commit 516f1bcd16
4 changed files with 20 additions and 61 deletions

@ -87,12 +87,7 @@ vec4 base = texture2D(baseTexture, uv).rgba;
vec3 E = normalize(eyeVec); vec3 E = normalize(eyeVec);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5); float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
float diffuse = dot(E,bump.xyz); float diffuse = dot(E,bump.xyz);
/* Mathematic optimization color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
* 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 { } else {
color = base.rgb; color = base.rgb;
} }

@ -35,39 +35,22 @@ void main(void)
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER #if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
vec4 pos = gl_Vertex; vec4 pos = gl_Vertex;
pos.y -= 2.0; pos.y -= 2.0;
pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); + sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
gl_Position = mWorldViewProj * pos; gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
vec4 pos = gl_Vertex; vec4 pos = gl_Vertex;
vec4 pos2 = mWorld * 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;
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
* 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; gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
vec4 pos = gl_Vertex; vec4 pos = gl_Vertex;
vec4 pos2 = mWorld * gl_Vertex; vec4 pos2 = mWorld * gl_Vertex;
if (gl_TexCoord[0].y < 0.05) { 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;
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
* 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; gl_Position = mWorldViewProj * pos;
#else #else

@ -87,12 +87,7 @@ vec4 base = texture2D(baseTexture, uv).rgba;
vec3 E = normalize(eyeVec); vec3 E = normalize(eyeVec);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5); float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
float diffuse = dot(E,bump.xyz); float diffuse = dot(E,bump.xyz);
/* Mathematic optimization color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
* 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 { } else {
color = base.rgb; color = base.rgb;
} }

@ -31,40 +31,26 @@ float smoothTriangleWave( float x ) {
void main(void) void main(void)
{ {
gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[0] = gl_MultiTexCoord0;
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER #if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
vec4 pos = gl_Vertex; vec4 pos = gl_Vertex;
pos.y -= 2.0; pos.y -= 2.0;
pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); + sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
gl_Position = mWorldViewProj * pos; gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
vec4 pos = gl_Vertex; vec4 pos = gl_Vertex;
vec4 pos2 = mWorld * 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;
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
* 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; gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
vec4 pos = gl_Vertex; vec4 pos = gl_Vertex;
vec4 pos2 = mWorld * gl_Vertex; vec4 pos2 = mWorld * gl_Vertex;
if (gl_TexCoord[0].y < 0.05) { 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;
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
* 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; gl_Position = mWorldViewProj * pos;
#else #else
@ -102,9 +88,9 @@ void main(void)
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0)); tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 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.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z); tangent.z, binormal.z, normal.z);
lightVec = sunPosition - worldPosition; lightVec = sunPosition - worldPosition;
tsLightVec = lightVec * tbnMatrix; tsLightVec = lightVec * tbnMatrix;