Fix randomness in voxel light baker, closes #14841
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1 changed files with 10 additions and 5 deletions
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@ -1645,13 +1645,13 @@ Vector3 VoxelLightBaker::_compute_pixel_light_at_pos(const Vector3 &p_pos, const
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uint32_t xorshiftstate[] = { 123 }; // anything non-zero will do here
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_ALWAYS_INLINE_ uint32_t xorshift32() {
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_ALWAYS_INLINE_ uint32_t xorshift32(uint32_t *seed) {
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/* Algorithm "xor" from p. 4 of Marsaglia, "Xorshift RNGs" */
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uint32_t x = xorshiftstate[0];
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uint32_t x = *seed;
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x ^= x << 13;
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x ^= x >> 17;
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x ^= x << 5;
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xorshiftstate[0] = x;
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*seed = x;
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return x;
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}
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@ -1677,11 +1677,16 @@ Vector3 VoxelLightBaker::_compute_ray_trace_at_pos(const Vector3 &p_pos, const V
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const Light *light = bake_light.ptr();
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const Cell *cells = bake_cells.ptr();
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uint32_t seed = 0;
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while (seed == 0) {
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seed = rand(); //system rand is thread safe, do not replace by Math:: random.
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}
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for (int i = 0; i < samples; i++) {
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float random_angle1 = (((xorshift32() % 65535) / 65535.0) * 2.0 - 1.0) * spread;
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float random_angle1 = (((xorshift32(&seed) % 65535) / 65535.0) * 2.0 - 1.0) * spread;
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Vector3 axis(0, sin(random_angle1), cos(random_angle1));
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float random_angle2 = ((xorshift32() % 65535) / 65535.0) * Math_PI * 2.0;
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float random_angle2 = ((xorshift32(&seed) % 65535) / 65535.0) * Math_PI * 2.0;
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Basis rot(Vector3(0, 0, 1), random_angle2);
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axis = rot.xform(axis);
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