Fix randomness in voxel light baker, closes #14841

This commit is contained in:
Juan Linietsky 2017-12-19 19:51:02 -03:00
parent 85f5953d5a
commit 808a3b9c71

View file

@ -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);