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/*
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* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup bli
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*/
#include <cmath>
#include <cstdlib>
#include <cstring>
#include <ctime>
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_rand.h"
#include "BLI_rand.hh"
#include "BLI_threads.h"
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/* defines BLI_INLINE */
#include "BLI_compiler_compat.h"
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#include "BLI_strict_flags.h"
#include "BLI_sys_types.h"
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extern "C" unsigned char BLI_noise_hash_uchar_512[512]; /* noise.c */
#define hash BLI_noise_hash_uchar_512
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/**
* Random Number Generator.
*/
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struct RNG {
blender::RandomNumberGenerator rng;
MEM_CXX_CLASS_ALLOC_FUNCS("RNG")
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};
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RNG *BLI_rng_new(unsigned int seed)
{
RNG *rng = new RNG();
rng->rng.seed(seed);
return rng;
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}
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/**
* A version of #BLI_rng_new that hashes the seed.
*/
RNG *BLI_rng_new_srandom(unsigned int seed)
{
RNG *rng = new RNG();
rng->rng.seed_random(seed);
return rng;
}
RNG *BLI_rng_copy(RNG *rng)
{
return new RNG(*rng);
}
void BLI_rng_free(RNG *rng)
{
delete rng;
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}
void BLI_rng_seed(RNG *rng, unsigned int seed)
{
rng->rng.seed(seed);
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}
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/**
* Use a hash table to create better seed.
*/
void BLI_rng_srandom(RNG *rng, unsigned int seed)
{
rng->rng.seed_random(seed);
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}
void BLI_rng_get_char_n(RNG *rng, char *bytes, size_t bytes_len)
{
rng->rng.get_bytes(blender::MutableSpan(bytes, static_cast<int64_t>(bytes_len)));
}
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int BLI_rng_get_int(RNG *rng)
{
return rng->rng.get_int32();
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}
unsigned int BLI_rng_get_uint(RNG *rng)
{
return rng->rng.get_uint32();
}
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/**
* \return Random value (0..1), but never 1.0.
*/
double BLI_rng_get_double(RNG *rng)
{
return rng->rng.get_double();
}
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/**
* \return Random value (0..1), but never 1.0.
*/
float BLI_rng_get_float(RNG *rng)
{
return rng->rng.get_float();
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}
void BLI_rng_get_float_unit_v2(RNG *rng, float v[2])
{
copy_v2_v2(v, rng->rng.get_unit_float2());
}
void BLI_rng_get_float_unit_v3(RNG *rng, float v[3])
{
copy_v3_v3(v, rng->rng.get_unit_float3());
}
/**
* Generate a random point inside given tri.
*/
void BLI_rng_get_tri_sample_float_v2(
RNG *rng, const float v1[2], const float v2[2], const float v3[2], float r_pt[2])
{
copy_v2_v2(r_pt, rng->rng.get_triangle_sample(v1, v2, v3));
}
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
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void BLI_rng_get_tri_sample_float_v3(
RNG *rng, const float v1[3], const float v2[3], const float v3[3], float r_pt[3])
{
copy_v3_v3(r_pt, rng->rng.get_triangle_sample_3d(v1, v2, v3));
}
void BLI_rng_shuffle_array(RNG *rng, void *data, unsigned int elem_size_i, unsigned int elem_tot)
{
const uint elem_size = elem_size_i;
unsigned int i = elem_tot;
void *temp;
if (elem_tot <= 1) {
return;
}
temp = malloc(elem_size);
while (i--) {
unsigned int j = BLI_rng_get_uint(rng) % elem_tot;
if (i != j) {
void *iElem = (unsigned char *)data + i * elem_size_i;
void *jElem = (unsigned char *)data + j * elem_size_i;
memcpy(temp, iElem, elem_size);
memcpy(iElem, jElem, elem_size);
memcpy(jElem, temp, elem_size);
}
}
free(temp);
}
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/**
* Simulate getting \a n random values.
*
* \note Useful when threaded code needs consistent values, independent of task division.
*/
void BLI_rng_skip(RNG *rng, int n)
{
rng->rng.skip((uint)n);
}
/***/
/* fill an array with random numbers */
void BLI_array_frand(float *ar, int count, unsigned int seed)
{
RNG rng;
BLI_rng_srandom(&rng, seed);
for (int i = 0; i < count; i++) {
ar[i] = BLI_rng_get_float(&rng);
}
}
float BLI_hash_frand(unsigned int seed)
{
RNG rng;
BLI_rng_srandom(&rng, seed);
return BLI_rng_get_float(&rng);
}
void BLI_array_randomize(void *data,
unsigned int elem_size,
unsigned int elem_tot,
unsigned int seed)
{
RNG rng;
BLI_rng_seed(&rng, seed);
BLI_rng_shuffle_array(&rng, data, elem_size, elem_tot);
}
/* ********* for threaded random ************** */
static RNG rng_tab[BLENDER_MAX_THREADS];
void BLI_thread_srandom(int thread, unsigned int seed)
{
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if (thread >= BLENDER_MAX_THREADS) {
thread = 0;
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}
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BLI_rng_seed(&rng_tab[thread], seed + hash[seed & 255]);
seed = BLI_rng_get_uint(&rng_tab[thread]);
BLI_rng_seed(&rng_tab[thread], seed + hash[seed & 255]);
seed = BLI_rng_get_uint(&rng_tab[thread]);
BLI_rng_seed(&rng_tab[thread], seed + hash[seed & 255]);
}
int BLI_thread_rand(int thread)
{
return BLI_rng_get_int(&rng_tab[thread]);
}
float BLI_thread_frand(int thread)
{
return BLI_rng_get_float(&rng_tab[thread]);
}
struct RNG_THREAD_ARRAY {
RNG rng_tab[BLENDER_MAX_THREADS];
};
RNG_THREAD_ARRAY *BLI_rng_threaded_new(void)
{
unsigned int i;
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RNG_THREAD_ARRAY *rngarr = (RNG_THREAD_ARRAY *)MEM_mallocN(sizeof(RNG_THREAD_ARRAY),
"random_array");
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for (i = 0; i < BLENDER_MAX_THREADS; i++) {
BLI_rng_srandom(&rngarr->rng_tab[i], (unsigned int)clock());
}
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return rngarr;
}
void BLI_rng_threaded_free(struct RNG_THREAD_ARRAY *rngarr)
{
MEM_freeN(rngarr);
}
int BLI_rng_thread_rand(RNG_THREAD_ARRAY *rngarr, int thread)
{
return BLI_rng_get_int(&rngarr->rng_tab[thread]);
}
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/* ********* Low-discrepancy sequences ************** */
/* incremental halton sequence generator, from:
* "Instant Radiosity", Keller A. */
BLI_INLINE double halton_ex(double invprimes, double *offset)
{
double e = fabs((1.0 - *offset) - 1e-10);
if (invprimes >= e) {
double lasth;
double h = invprimes;
do {
lasth = h;
h *= invprimes;
} while (h >= e);
*offset += ((lasth + h) - 1.0);
}
else {
*offset += invprimes;
}
return *offset;
}
void BLI_halton_1d(unsigned int prime, double offset, int n, double *r)
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{
const double invprime = 1.0 / (double)prime;
*r = 0.0;
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for (int s = 0; s < n; s++) {
*r = halton_ex(invprime, &offset);
}
}
void BLI_halton_2d(const unsigned int prime[2], double offset[2], int n, double *r)
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{
const double invprimes[2] = {1.0 / (double)prime[0], 1.0 / (double)prime[1]};
r[0] = r[1] = 0.0;
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for (int s = 0; s < n; s++) {
for (int i = 0; i < 2; i++) {
r[i] = halton_ex(invprimes[i], &offset[i]);
}
}
}
void BLI_halton_3d(const unsigned int prime[3], double offset[3], int n, double *r)
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{
const double invprimes[3] = {
1.0 / (double)prime[0], 1.0 / (double)prime[1], 1.0 / (double)prime[2]};
r[0] = r[1] = r[2] = 0.0;
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for (int s = 0; s < n; s++) {
for (int i = 0; i < 3; i++) {
r[i] = halton_ex(invprimes[i], &offset[i]);
}
}
}
void BLI_halton_2d_sequence(const unsigned int prime[2], double offset[2], int n, double *r)
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{
const double invprimes[2] = {1.0 / (double)prime[0], 1.0 / (double)prime[1]};
for (int s = 0; s < n; s++) {
for (int i = 0; i < 2; i++) {
r[s * 2 + i] = halton_ex(invprimes[i], &offset[i]);
}
}
}
/* From "Sampling with Hammersley and Halton Points" TT Wong
* Appendix: Source Code 1 */
BLI_INLINE double radical_inverse(unsigned int n)
{
double u = 0;
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/* This reverse the bit-wise representation
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* around the decimal point. */
for (double p = 0.5; n; p *= 0.5, n >>= 1) {
if (n & 1) {
u += p;
}
}
return u;
}
void BLI_hammersley_1d(unsigned int n, double *r)
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{
*r = radical_inverse(n);
}
void BLI_hammersley_2d_sequence(unsigned int n, double *r)
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{
for (unsigned int s = 0; s < n; s++) {
r[s * 2 + 0] = (double)(s + 0.5) / (double)n;
r[s * 2 + 1] = radical_inverse(s);
}
}
namespace blender {
/**
* Set a randomized hash of the value as seed.
*/
void RandomNumberGenerator::seed_random(uint32_t seed)
{
this->seed(seed + hash[seed & 255]);
seed = this->get_uint32();
this->seed(seed + hash[seed & 255]);
seed = this->get_uint32();
this->seed(seed + hash[seed & 255]);
}
float2 RandomNumberGenerator::get_unit_float2()
{
float a = (float)(M_PI * 2.0) * this->get_float();
return {cosf(a), sinf(a)};
}
float3 RandomNumberGenerator::get_unit_float3()
{
float z = (2.0f * this->get_float()) - 1.0f;
float r = 1.0f - z * z;
if (r > 0.0f) {
float a = (float)(M_PI * 2.0) * this->get_float();
r = sqrtf(r);
float x = r * cosf(a);
float y = r * sinf(a);
return {x, y, z};
}
return {0.0f, 0.0f, 1.0f};
}
/**
* Generate a random point inside the given triangle.
*/
float2 RandomNumberGenerator::get_triangle_sample(float2 v1, float2 v2, float2 v3)
{
float u = this->get_float();
float v = this->get_float();
if (u + v > 1.0f) {
u = 1.0f - u;
v = 1.0f - v;
}
float2 side_u = v2 - v1;
float2 side_v = v3 - v1;
float2 sample = v1;
sample += side_u * u;
sample += side_v * v;
return sample;
}
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
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float3 RandomNumberGenerator::get_triangle_sample_3d(float3 v1, float3 v2, float3 v3)
{
float u = this->get_float();
float v = this->get_float();
if (u + v > 1.0f) {
u = 1.0f - u;
v = 1.0f - v;
}
float3 side_u = v2 - v1;
float3 side_v = v3 - v1;
float3 sample = v1;
sample += side_u * u;
sample += side_v * v;
return sample;
}
void RandomNumberGenerator::get_bytes(MutableSpan<char> r_bytes)
{
constexpr int64_t mask_bytes = 2;
constexpr int64_t rand_stride = static_cast<int64_t>(sizeof(x_)) - mask_bytes;
int64_t last_len = 0;
int64_t trim_len = r_bytes.size();
if (trim_len > rand_stride) {
last_len = trim_len % rand_stride;
trim_len = trim_len - last_len;
}
else {
trim_len = 0;
last_len = r_bytes.size();
}
const char *data_src = (const char *)&x_;
int64_t i = 0;
while (i != trim_len) {
BLI_assert(i < trim_len);
#ifdef __BIG_ENDIAN__
for (int64_t j = (rand_stride + mask_bytes) - 1; j != mask_bytes - 1; j--)
#else
for (int64_t j = 0; j != rand_stride; j++)
#endif
{
r_bytes[i++] = data_src[j];
}
this->step();
}
if (last_len) {
for (int64_t j = 0; j != last_len; j++) {
r_bytes[i++] = data_src[j];
}
}
}
} // namespace blender