From be4448bd1fa8c75f95d8583a3f1a7d1cf6159bc2 Mon Sep 17 00:00:00 2001 From: Hein-Pieter van Braam Date: Sun, 17 Dec 2017 00:05:13 +0100 Subject: [PATCH] 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 --- scene/3d/voxel_light_baker.cpp | 16 ++++++++++++++-- 1 file changed, 14 insertions(+), 2 deletions(-) diff --git a/scene/3d/voxel_light_baker.cpp b/scene/3d/voxel_light_baker.cpp index 98dc1590d89..ed11379d265 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);