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authorHein-Pieter van Braam <hp@tmm.cx>2017-12-17 00:05:13 +0100
committerHein-Pieter van Braam <hp@tmm.cx>2017-12-17 00:12:45 +0100
commitbe4448bd1fa8c75f95d8583a3f1a7d1cf6159bc2 (patch)
treed80a3df8c98b738bbdb54bb7d75cf894a25bb17e /scene/3d/voxel_light_baker.cpp
parent83291eab3ae8940cc9da159774a1da6575196c89 (diff)
downloadredot-engine-be4448bd1fa8c75f95d8583a3f1a7d1cf6159bc2.tar.gz
Use a more naive RNG for the lightmapper
This speeds up the lightmapper by about 10% with no visible impact. A comparison is up here: https://tmm.cx/nextcloud/s/Log1eAXen1dJzBz AMD Ryzen 7 1700 Eight-Core Processor Sponza scene pcg32 256/256/high 00:10:13 256/256/medium 00:02:50 256/256/low 00:01:11 xorshift 256/256/high 00:09:32 256/256/medium 00:02:34 256/256/low 00:01:05
Diffstat (limited to 'scene/3d/voxel_light_baker.cpp')
-rw-r--r--scene/3d/voxel_light_baker.cpp16
1 files changed, 14 insertions, 2 deletions
diff --git a/scene/3d/voxel_light_baker.cpp b/scene/3d/voxel_light_baker.cpp
index 98dc1590d8..ed11379d26 100644
--- a/scene/3d/voxel_light_baker.cpp
+++ b/scene/3d/voxel_light_baker.cpp
@@ -1614,6 +1614,18 @@ Vector3 VoxelLightBaker::_compute_pixel_light_at_pos(const Vector3 &p_pos, const
return accum;
}
+uint32_t xorshiftstate[] = { 123 }; // anything non-zero will do here
+
+_ALWAYS_INLINE_ uint32_t xorshift32() {
+ /* Algorithm "xor" from p. 4 of Marsaglia, "Xorshift RNGs" */
+ uint32_t x = xorshiftstate[0];
+ x ^= x << 13;
+ x ^= x >> 17;
+ x ^= x << 5;
+ xorshiftstate[0] = x;
+ return x;
+}
+
Vector3 VoxelLightBaker::_compute_ray_trace_at_pos(const Vector3 &p_pos, const Vector3 &p_normal) {
int samples_per_quality[3] = { 48, 128, 512 };
@@ -1638,9 +1650,9 @@ Vector3 VoxelLightBaker::_compute_ray_trace_at_pos(const Vector3 &p_pos, const V
for (int i = 0; i < samples; i++) {
- float random_angle1 = (((Math::rand() % 65535) / 65535.0) * 2.0 - 1.0) * spread;
+ float random_angle1 = (((xorshift32() % 65535) / 65535.0) * 2.0 - 1.0) * spread;
Vector3 axis(0, sin(random_angle1), cos(random_angle1));
- float random_angle2 = ((Math::rand() % 65535) / 65535.0) * Math_PI * 2.0;
+ float random_angle2 = ((xorshift32() % 65535) / 65535.0) * Math_PI * 2.0;
Basis rot(Vector3(0, 0, 1), random_angle2);
axis = rot.xform(axis);