seperate rand instances for each thread
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.c
index 3d705ab50156a0c5fa89c51bb03ab855147ad9e9..e2ec14af8edd774ad28c7f441b624d3c66109d4c 100644 (file)
@@ -46,7 +46,7 @@ static void world_add_all_if_material( m4x3f transform, scene_context *scene,
  * |        |
  * |________|
  */
-static void world_gen_add_blob( world_instance *world,
+static void world_gen_add_blob( vg_rand *rand, world_instance *world,
                                    scene_context *scene, ray_hit *hit )
 {
    m4x3f transform;
@@ -57,7 +57,7 @@ static void world_gen_add_blob( world_instance *world,
 
    float angle = v3_dot(hit->normal,(v3f){0.0f,1.0f,0.0f});
    q_axis_angle( qsurface, axis, angle );
-   q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf64()*VG_TAUf );
+   q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf64(rand)*VG_TAUf );
    q_mul( qsurface, qrandom, qsurface );
    q_m3x3( qsurface, transform );
    v3_copy( hit->pos, transform[3] );
@@ -123,10 +123,8 @@ static void world_apply_procedural_foliage( world_instance *world,
    float area = volume[0]*volume[2];
    u32 particles = 0.08f * area;
 
-   /* TODO: Quasirandom? */
    vg_info( "Map area: %f. Max particles: %u\n", area, particles );
 
-
    u64 t0 = SDL_GetPerformanceCounter();
 #if 0
    for( u32 i=0; i<particles; i++ ){
@@ -148,6 +146,9 @@ static void world_apply_procedural_foliage( world_instance *world,
       }
    }
 #else
+
+   vg_rand rand;
+   vg_rand_seed( &rand, 3030 );
    
    const f32 tile_scale = 16.0f;
    v2i tiles = { volume[0]/tile_scale, volume[2]/tile_scale };
@@ -157,7 +158,7 @@ static void world_apply_procedural_foliage( world_instance *world,
    for( i32 x=0; x<tiles[0]; x ++ ){
       for( i32 z=0; z<tiles[1]; z ++ ){
          for( u32 i=0; i<per_tile; i ++ ){
-            v3f co = { (f32)x+vg_randf64(), 0.0f, (f32)z+vg_randf64() };
+            v3f co = { (f32)x+vg_randf64(&rand), 0, (f32)z+vg_randf64(&rand) };
             v3_muls( co, tile_scale, co );
             co[1] = 1000.0f;
             v3_add( co, world->scene_geo.bbx[0], co );
@@ -170,7 +171,7 @@ static void world_apply_procedural_foliage( world_instance *world,
                struct world_surface *m1 = ray_hit_surface( world, &hit );
                if((hit.normal[1] > 0.8f) && (m1 == mat) &&
                   (hit.pos[1] > 0.0f+10.0f)){
-                  world_gen_add_blob( world, scene, &hit );
+                  world_gen_add_blob( &rand, world, scene, &hit );
                   count ++;
                }
             }