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
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@ -1614,6 +1614,18 @@ Vector3 VoxelLightBaker::_compute_pixel_light_at_pos(const Vector3 &p_pos, const
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return accum;
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return accum;
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}
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}
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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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/* Algorithm "xor" from p. 4 of Marsaglia, "Xorshift RNGs" */
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uint32_t x = xorshiftstate[0];
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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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return x;
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}
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Vector3 VoxelLightBaker::_compute_ray_trace_at_pos(const Vector3 &p_pos, const Vector3 &p_normal) {
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Vector3 VoxelLightBaker::_compute_ray_trace_at_pos(const Vector3 &p_pos, const Vector3 &p_normal) {
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int samples_per_quality[3] = { 48, 128, 512 };
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int samples_per_quality[3] = { 48, 128, 512 };
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@ -1638,9 +1650,9 @@ Vector3 VoxelLightBaker::_compute_ray_trace_at_pos(const Vector3 &p_pos, const V
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for (int i = 0; i < samples; i++) {
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for (int i = 0; i < samples; i++) {
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float random_angle1 = (((Math::rand() % 65535) / 65535.0) * 2.0 - 1.0) * spread;
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float random_angle1 = (((xorshift32() % 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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Vector3 axis(0, sin(random_angle1), cos(random_angle1));
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float random_angle2 = ((Math::rand() % 65535) / 65535.0) * Math_PI * 2.0;
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float random_angle2 = ((xorshift32() % 65535) / 65535.0) * Math_PI * 2.0;
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Basis rot(Vector3(0, 0, 1), random_angle2);
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Basis rot(Vector3(0, 0, 1), random_angle2);
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axis = rot.xform(axis);
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axis = rot.xform(axis);
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