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-rw-r--r--scene/3d/voxel_light_baker.cpp24
1 files changed, 18 insertions, 6 deletions
diff --git a/scene/3d/voxel_light_baker.cpp b/scene/3d/voxel_light_baker.cpp
index c05dfddeca..032bccf1d3 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);
@@ -1692,7 +1704,7 @@ Vector3 VoxelLightBaker::_compute_ray_trace_at_pos(const Vector3 &p_pos, const V
}
cell = bc->childs[child];
- if (cell == CHILD_EMPTY)
+ if (unlikely(cell == CHILD_EMPTY))
break;
half >>= 1;
@@ -1701,12 +1713,12 @@ Vector3 VoxelLightBaker::_compute_ray_trace_at_pos(const Vector3 &p_pos, const V
pos += advance;
}
- if (cell != CHILD_EMPTY) {
+ if (unlikely(cell != CHILD_EMPTY)) {
for (int i = 0; i < 6; i++) {
//anisotropic read light
float amount = direction.dot(aniso_normal[i]);
- if (amount < 0)
- amount = 0;
+ if (amount <= 0)
+ continue;
accum.x += light[cell].accum[i][0] * amount;
accum.y += light[cell].accum[i][1] * amount;
accum.z += light[cell].accum[i][2] * amount;