Reputation: 69
I am creating game in Libgdx and I'm using OpenGL water shader.
On desktop everything works fine (60 fps without V-Sync), but on Android I have only 1 FPS (tested on Samsung Galaxy S3 Neo and HTC One).
My fragment shader:
#ifdef GL_ES
precision mediump float;
#endif
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iGlobalTime; // shader playback time (in seconds)
const int NUM_STEPS = 8;
const float PI = 3.1415;
const float EPSILON = 1e-3;
float EPSILON_NRM = 0.1 / iResolution.x;
// sea
const int ITER_GEOMETRY = 3;
const int ITER_FRAGMENT = 5;
const float SEA_HEIGHT = 0.6;
const float SEA_CHOPPY = 4.0;
const float SEA_SPEED = 0.8;
const float SEA_FREQ = 0.16;
const vec3 SEA_BASE = vec3(0.1,0.19,0.22);
const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
float SEA_TIME = iGlobalTime * SEA_SPEED;
mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
// math
mat3 fromEuler(vec3 ang) {
vec2 a1 = vec2(sin(ang.x),cos(ang.x));
vec2 a2 = vec2(sin(ang.y),cos(ang.y));
vec2 a3 = vec2(sin(ang.z),cos(ang.z));
mat3 m;
m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
return m;
}
float hash( vec2 p ) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
float noise( in vec2 p ) {
vec2 i = floor( p );
vec2 f = fract( p );
vec2 u = f*f*(3.0-2.0*f);
return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ), hash( i + vec2(1.0,0.0) ), u.x), mix( hash( i + vec2(0.0,1.0) ), hash( i + vec2(1.0,1.0) ), u.x), u.y);
}
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 n,vec3 l,vec3 e,float s) {
float nrm = (s + 8.0) / (3.1415 * 8.0);
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}
// sky
vec3 getSkyColor(vec3 e) {
e.y = max(e.y,0.0);
vec3 ret;
ret.x = pow(1.0-e.y,2.0);
ret.y = 1.0-e.y;
ret.z = 0.6+(1.0-e.y)*0.4;
return ret;
}
// sea
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv);
vec2 wv = 1.0-abs(sin(uv));
vec2 swv = abs(cos(uv));
wv = mix(wv,swv,wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
float map(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for(int i = 0; i < ITER_GEOMETRY; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
float map_detailed(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for(int i = 0; i < ITER_FRAGMENT; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
float fresnel = 1.0 - max(dot(n,-eye),0.0);
fresnel = pow(fresnel,3.0) * 0.65;
vec3 reflected = getSkyColor(reflect(eye,n));
vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;
vec3 color = mix(refracted,reflected,fresnel);
float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
color += vec3(specular(n,l,eye,60.0));
return color;
}
// tracing
vec3 getNormal(vec3 p, float eps) {
vec3 n;
n.y = map_detailed(p);
n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
n.y = eps;
return normalize(n);
}
float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
float tm = 0.0;
float tx = 10000.0;
float hx = map(ori + dir * tx);
if(hx > 0.0) return tx;
float hm = map(ori + dir * tm);
float tmid = 0.0;
for(int i = 0; i < NUM_STEPS; i++) {
tmid = mix(tm,tx, hm/(hm-hx));
p = ori + dir * tmid;
float hmid = map(p);
if(hmid < 0.0) {
tx = tmid;
hx = hmid;
} else {
tm = tmid;
hm = hmid;
}
}
return tmid;
}
// main
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = fragCoord.xy / iResolution.xy;
uv = uv * 2.0 - 1.65;
uv.x *= iResolution.x / iResolution.y;
float time = iGlobalTime * 0.3;
// ray
vec3 ang = vec3(0,0,0);
vec3 ori = vec3(0.0,20,0);
vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;
dir = normalize(dir) * fromEuler(ang);
// tracing
vec3 p;
heightMapTracing(ori,dir,p);
vec3 dist = p - ori;
vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
vec3 light = normalize(vec3(0.0,1.0,0.8));
// color
vec3 color = mix(
getSkyColor(dir),
getSeaColor(p,n,light,dir,dist),
pow(smoothstep(0.0,-0.05,dir.y),.3));
// post
fragColor = vec4(pow(color,vec3(0.75)), 1.0);
}
void main() {
vec4 color;
mainImage(color, gl_FragCoord.xy);
color.w = 1.0;
gl_FragColor = color;
}
My vertex shader:
uniform mat4 u_projTrans;
varying vec4 v_color;
varying vec2 v_texCoords;
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
void main() {
v_color = a_color;
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
}
My Libgdx code:
private Mesh mesh;
private ShaderProgram shader;
private float time = 0;
private OrthographicCamera camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
@Override
public void show() {
shader = new ShaderProgram(Gdx.files.internal("seaVertex.txt"), Gdx.files.internal("seaFragment.txt"));
shader.pedantic = false;
mesh = new Mesh(true, 4, 6, new VertexAttribute(Usage.Position, 2, "a_position"));
mesh.setVertices(new float[]{-Gdx.graphics.getWidth() / 2, -Gdx.graphics.getHeight() / 2,
Gdx.graphics.getWidth() / 2, -Gdx.graphics.getHeight() / 2,
-Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2,
Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2});
mesh.setIndices(new short[]{0, 2, 3, 0, 3, 1});
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
time += delta;
if (shader.isCompiled()){
shader.begin();
shader.setUniformMatrix("u_projTrans", camera.combined);
shader.setUniformf("iGlobalTime", time);
shader.setUniformf("iResolution", new Vector3(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), 0));
mesh.render(shader, GL20.GL_TRIANGLES);
shader.end();
}
}
Any ideas?
Upvotes: 1
Views: 338
Reputation: 31
I am not familiar with Libgdx but I have a basic knowledge of OpenGL and graphics rendering in general(and I worked with this shader once) so here are my thoughts (I'm guessing you don't have a deep understand of the method this shader uses to generate water):
I suggest you try other ways to render water that are not procedural, take a look at "thinMatrix" series on generating water in OpenGL, he uses Java but it should not be difficult to port it : https://www.youtube.com/watch?v=HusvGeEDU_U&list=PLRIWtICgwaX23jiqVByUs0bqhnalNTNZh
Good Luck!
Upvotes: 1