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-rw-r--r--scene/3d/voxel_light_baker.cpp15
1 files changed, 10 insertions, 5 deletions
diff --git a/scene/3d/voxel_light_baker.cpp b/scene/3d/voxel_light_baker.cpp
index edb9b9efd6..5e4cef586e 100644
--- a/scene/3d/voxel_light_baker.cpp
+++ b/scene/3d/voxel_light_baker.cpp
@@ -1645,13 +1645,13 @@ Vector3 VoxelLightBaker::_compute_pixel_light_at_pos(const Vector3 &p_pos, const
uint32_t xorshiftstate[] = { 123 }; // anything non-zero will do here
-_ALWAYS_INLINE_ uint32_t xorshift32() {
+_ALWAYS_INLINE_ uint32_t xorshift32(uint32_t *seed) {
/* Algorithm "xor" from p. 4 of Marsaglia, "Xorshift RNGs" */
- uint32_t x = xorshiftstate[0];
+ uint32_t x = *seed;
x ^= x << 13;
x ^= x >> 17;
x ^= x << 5;
- xorshiftstate[0] = x;
+ *seed = x;
return x;
}
@@ -1677,11 +1677,16 @@ Vector3 VoxelLightBaker::_compute_ray_trace_at_pos(const Vector3 &p_pos, const V
const Light *light = bake_light.ptr();
const Cell *cells = bake_cells.ptr();
+ uint32_t seed = 0;
+ while (seed == 0) {
+ seed = rand(); //system rand is thread safe, do not replace by Math:: random.
+ }
+
for (int i = 0; i < samples; i++) {
- float random_angle1 = (((xorshift32() % 65535) / 65535.0) * 2.0 - 1.0) * spread;
+ float random_angle1 = (((xorshift32(&seed) % 65535) / 65535.0) * 2.0 - 1.0) * spread;
Vector3 axis(0, sin(random_angle1), cos(random_angle1));
- float random_angle2 = ((xorshift32() % 65535) / 65535.0) * Math_PI * 2.0;
+ float random_angle2 = ((xorshift32(&seed) % 65535) / 65535.0) * Math_PI * 2.0;
Basis rot(Vector3(0, 0, 1), random_angle2);
axis = rot.xform(axis);