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authorCampbell Barton <ideasman42@gmail.com>2014-03-30 06:03:57 +0400
committerCampbell Barton <ideasman42@gmail.com>2014-03-30 08:04:20 +0400
commitfaf529d03689c0c472ee5895625cd2902915cfd6 (patch)
tree04416880217ef8cf4eec0fcd4a1a6b5e699d680d /source/blender/render
parenta6e8137983d74ebff785ee134f635e1a08f58237 (diff)
BLI_rand: Add BLI_rng_get_float_unit_v3, was static rayshade func
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/source/rayshade.c16
1 files changed, 2 insertions, 14 deletions
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index ae5b9ec5999..ed2c7455250 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -1672,18 +1672,6 @@ static void ray_trace_shadow_tra(Isect *is, ShadeInput *origshi, int depth, int
/* aolight: function to create random unit sphere vectors for total random sampling */
-static void RandomSpherical(RNG *rng, float v[3])
-{
- float r;
- v[2] = 2.f*BLI_rng_get_float(rng)-1.f;
- if ((r = 1.f - v[2]*v[2])>0.f) {
- float a = 6.283185307f*BLI_rng_get_float(rng);
- r = sqrt(r);
- v[0] = r * cosf(a);
- v[1] = r * sinf(a);
- }
- else v[2] = 1.f;
-}
/* calc distributed spherical energy */
static void DS_energy(float *sphere, int tot, float vec[3])
@@ -1729,7 +1717,7 @@ void init_ao_sphere(World *wrld)
/* init */
fp= wrld->aosphere;
for (a=0; a<tot; a++, fp+= 3) {
- RandomSpherical(rng, fp);
+ BLI_rng_get_float_unit_v3(rng, fp);
}
while (iter--) {
@@ -1780,7 +1768,7 @@ static float *sphere_sampler(int type, int resol, int thread, int xs, int ys, in
vec= sphere;
for (a=0; a<tot; a++, vec+=3) {
- RandomSpherical(rng, vec);
+ BLI_rng_get_float_unit_v3(rng, vec);
}
BLI_rng_free(rng);