492 lines
10 KiB
C++
492 lines
10 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* 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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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*/
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/** \file
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* \ingroup bli
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*/
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#include <cmath>
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#include <cstdlib>
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#include <cstring>
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#include <ctime>
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#include "MEM_guardedalloc.h"
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#include "BLI_math.h"
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#include "BLI_rand.h"
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#include "BLI_rand.hh"
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#include "BLI_threads.h"
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/* defines BLI_INLINE */
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#include "BLI_compiler_compat.h"
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#include "BLI_strict_flags.h"
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#include "BLI_sys_types.h"
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extern "C" unsigned char BLI_noise_hash_uchar_512[512]; /* noise.c */
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#define hash BLI_noise_hash_uchar_512
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/**
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* Random Number Generator.
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*/
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struct RNG {
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blender::RandomNumberGenerator rng;
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MEM_CXX_CLASS_ALLOC_FUNCS("RNG")
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};
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RNG *BLI_rng_new(unsigned int seed)
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{
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RNG *rng = new RNG();
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rng->rng.seed(seed);
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return rng;
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}
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/**
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* A version of #BLI_rng_new that hashes the seed.
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*/
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RNG *BLI_rng_new_srandom(unsigned int seed)
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{
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RNG *rng = new RNG();
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rng->rng.seed_random(seed);
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return rng;
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}
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RNG *BLI_rng_copy(RNG *rng)
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{
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return new RNG(*rng);
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}
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void BLI_rng_free(RNG *rng)
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{
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delete rng;
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}
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void BLI_rng_seed(RNG *rng, unsigned int seed)
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{
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rng->rng.seed(seed);
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}
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/**
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* Use a hash table to create better seed.
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*/
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void BLI_rng_srandom(RNG *rng, unsigned int seed)
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{
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rng->rng.seed_random(seed);
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}
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void BLI_rng_get_char_n(RNG *rng, char *bytes, size_t bytes_len)
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{
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rng->rng.get_bytes(blender::MutableSpan(bytes, static_cast<int64_t>(bytes_len)));
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}
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int BLI_rng_get_int(RNG *rng)
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{
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return rng->rng.get_int32();
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}
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unsigned int BLI_rng_get_uint(RNG *rng)
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{
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return rng->rng.get_uint32();
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}
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/**
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* \return Random value (0..1), but never 1.0.
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*/
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double BLI_rng_get_double(RNG *rng)
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{
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return rng->rng.get_double();
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}
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/**
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* \return Random value (0..1), but never 1.0.
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*/
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float BLI_rng_get_float(RNG *rng)
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{
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return rng->rng.get_float();
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}
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void BLI_rng_get_float_unit_v2(RNG *rng, float v[2])
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{
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copy_v2_v2(v, rng->rng.get_unit_float2());
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}
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void BLI_rng_get_float_unit_v3(RNG *rng, float v[3])
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{
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copy_v3_v3(v, rng->rng.get_unit_float3());
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}
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/**
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* Generate a random point inside given tri.
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*/
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void BLI_rng_get_tri_sample_float_v2(
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RNG *rng, const float v1[2], const float v2[2], const float v3[2], float r_pt[2])
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{
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copy_v2_v2(r_pt, rng->rng.get_triangle_sample(v1, v2, v3));
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}
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void BLI_rng_get_tri_sample_float_v3(
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RNG *rng, const float v1[3], const float v2[3], const float v3[3], float r_pt[3])
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{
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copy_v3_v3(r_pt, rng->rng.get_triangle_sample_3d(v1, v2, v3));
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}
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void BLI_rng_shuffle_array(RNG *rng, void *data, unsigned int elem_size_i, unsigned int elem_tot)
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{
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const uint elem_size = elem_size_i;
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unsigned int i = elem_tot;
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void *temp;
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if (elem_tot <= 1) {
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return;
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}
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temp = malloc(elem_size);
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while (i--) {
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unsigned int j = BLI_rng_get_uint(rng) % elem_tot;
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if (i != j) {
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void *iElem = (unsigned char *)data + i * elem_size_i;
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void *jElem = (unsigned char *)data + j * elem_size_i;
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memcpy(temp, iElem, elem_size);
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memcpy(iElem, jElem, elem_size);
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memcpy(jElem, temp, elem_size);
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}
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}
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free(temp);
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}
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/**
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* Simulate getting \a n random values.
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*
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* \note Useful when threaded code needs consistent values, independent of task division.
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*/
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void BLI_rng_skip(RNG *rng, int n)
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{
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rng->rng.skip((uint)n);
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}
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/***/
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/* fill an array with random numbers */
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void BLI_array_frand(float *ar, int count, unsigned int seed)
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{
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RNG rng;
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BLI_rng_srandom(&rng, seed);
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for (int i = 0; i < count; i++) {
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ar[i] = BLI_rng_get_float(&rng);
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}
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}
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float BLI_hash_frand(unsigned int seed)
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{
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RNG rng;
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BLI_rng_srandom(&rng, seed);
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return BLI_rng_get_float(&rng);
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}
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void BLI_array_randomize(void *data,
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unsigned int elem_size,
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unsigned int elem_tot,
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unsigned int seed)
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{
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RNG rng;
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BLI_rng_seed(&rng, seed);
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BLI_rng_shuffle_array(&rng, data, elem_size, elem_tot);
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}
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/* ********* for threaded random ************** */
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static RNG rng_tab[BLENDER_MAX_THREADS];
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void BLI_thread_srandom(int thread, unsigned int seed)
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{
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if (thread >= BLENDER_MAX_THREADS) {
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thread = 0;
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}
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BLI_rng_seed(&rng_tab[thread], seed + hash[seed & 255]);
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seed = BLI_rng_get_uint(&rng_tab[thread]);
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BLI_rng_seed(&rng_tab[thread], seed + hash[seed & 255]);
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seed = BLI_rng_get_uint(&rng_tab[thread]);
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BLI_rng_seed(&rng_tab[thread], seed + hash[seed & 255]);
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}
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int BLI_thread_rand(int thread)
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{
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return BLI_rng_get_int(&rng_tab[thread]);
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}
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float BLI_thread_frand(int thread)
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{
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return BLI_rng_get_float(&rng_tab[thread]);
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}
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struct RNG_THREAD_ARRAY {
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RNG rng_tab[BLENDER_MAX_THREADS];
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};
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RNG_THREAD_ARRAY *BLI_rng_threaded_new(void)
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{
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unsigned int i;
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RNG_THREAD_ARRAY *rngarr = (RNG_THREAD_ARRAY *)MEM_mallocN(sizeof(RNG_THREAD_ARRAY),
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"random_array");
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for (i = 0; i < BLENDER_MAX_THREADS; i++) {
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BLI_rng_srandom(&rngarr->rng_tab[i], (unsigned int)clock());
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}
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return rngarr;
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}
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void BLI_rng_threaded_free(struct RNG_THREAD_ARRAY *rngarr)
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{
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MEM_freeN(rngarr);
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}
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int BLI_rng_thread_rand(RNG_THREAD_ARRAY *rngarr, int thread)
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{
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return BLI_rng_get_int(&rngarr->rng_tab[thread]);
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}
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/* ********* Low-discrepancy sequences ************** */
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/* incremental halton sequence generator, from:
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* "Instant Radiosity", Keller A. */
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BLI_INLINE double halton_ex(double invprimes, double *offset)
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{
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double e = fabs((1.0 - *offset) - 1e-10);
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if (invprimes >= e) {
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double lasth;
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double h = invprimes;
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do {
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lasth = h;
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h *= invprimes;
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} while (h >= e);
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*offset += ((lasth + h) - 1.0);
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}
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else {
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*offset += invprimes;
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}
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return *offset;
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}
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void BLI_halton_1d(unsigned int prime, double offset, int n, double *r)
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{
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const double invprime = 1.0 / (double)prime;
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*r = 0.0;
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for (int s = 0; s < n; s++) {
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*r = halton_ex(invprime, &offset);
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}
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}
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void BLI_halton_2d(const unsigned int prime[2], double offset[2], int n, double *r)
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{
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const double invprimes[2] = {1.0 / (double)prime[0], 1.0 / (double)prime[1]};
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r[0] = r[1] = 0.0;
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for (int s = 0; s < n; s++) {
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for (int i = 0; i < 2; i++) {
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r[i] = halton_ex(invprimes[i], &offset[i]);
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}
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}
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}
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void BLI_halton_3d(const unsigned int prime[3], double offset[3], int n, double *r)
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{
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const double invprimes[3] = {
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1.0 / (double)prime[0], 1.0 / (double)prime[1], 1.0 / (double)prime[2]};
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r[0] = r[1] = r[2] = 0.0;
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for (int s = 0; s < n; s++) {
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for (int i = 0; i < 3; i++) {
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r[i] = halton_ex(invprimes[i], &offset[i]);
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}
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}
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}
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void BLI_halton_2d_sequence(const unsigned int prime[2], double offset[2], int n, double *r)
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{
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const double invprimes[2] = {1.0 / (double)prime[0], 1.0 / (double)prime[1]};
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for (int s = 0; s < n; s++) {
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for (int i = 0; i < 2; i++) {
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r[s * 2 + i] = halton_ex(invprimes[i], &offset[i]);
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}
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}
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}
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/* From "Sampling with Hammersley and Halton Points" TT Wong
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* Appendix: Source Code 1 */
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BLI_INLINE double radical_inverse(unsigned int n)
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{
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double u = 0;
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/* This reverse the bit-wise representation
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* around the decimal point. */
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for (double p = 0.5; n; p *= 0.5, n >>= 1) {
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if (n & 1) {
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u += p;
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}
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}
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return u;
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}
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void BLI_hammersley_1d(unsigned int n, double *r)
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{
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*r = radical_inverse(n);
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}
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void BLI_hammersley_2d_sequence(unsigned int n, double *r)
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{
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for (unsigned int s = 0; s < n; s++) {
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r[s * 2 + 0] = (double)(s + 0.5) / (double)n;
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r[s * 2 + 1] = radical_inverse(s);
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}
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}
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namespace blender {
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/**
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* Set a randomized hash of the value as seed.
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*/
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void RandomNumberGenerator::seed_random(uint32_t seed)
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{
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this->seed(seed + hash[seed & 255]);
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seed = this->get_uint32();
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this->seed(seed + hash[seed & 255]);
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seed = this->get_uint32();
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this->seed(seed + hash[seed & 255]);
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}
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float2 RandomNumberGenerator::get_unit_float2()
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{
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float a = (float)(M_PI * 2.0) * this->get_float();
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return {cosf(a), sinf(a)};
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}
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float3 RandomNumberGenerator::get_unit_float3()
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{
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float z = (2.0f * this->get_float()) - 1.0f;
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float r = 1.0f - z * z;
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if (r > 0.0f) {
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float a = (float)(M_PI * 2.0) * this->get_float();
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r = sqrtf(r);
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float x = r * cosf(a);
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float y = r * sinf(a);
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return {x, y, z};
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}
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return {0.0f, 0.0f, 1.0f};
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}
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/**
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* Generate a random point inside the given triangle.
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*/
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float2 RandomNumberGenerator::get_triangle_sample(float2 v1, float2 v2, float2 v3)
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{
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float u = this->get_float();
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float v = this->get_float();
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if (u + v > 1.0f) {
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u = 1.0f - u;
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v = 1.0f - v;
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}
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float2 side_u = v2 - v1;
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float2 side_v = v3 - v1;
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float2 sample = v1;
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sample += side_u * u;
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sample += side_v * v;
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return sample;
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}
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float3 RandomNumberGenerator::get_triangle_sample_3d(float3 v1, float3 v2, float3 v3)
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{
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float u = this->get_float();
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float v = this->get_float();
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if (u + v > 1.0f) {
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u = 1.0f - u;
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v = 1.0f - v;
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}
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float3 side_u = v2 - v1;
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float3 side_v = v3 - v1;
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float3 sample = v1;
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sample += side_u * u;
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sample += side_v * v;
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return sample;
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}
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void RandomNumberGenerator::get_bytes(MutableSpan<char> r_bytes)
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{
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constexpr int64_t mask_bytes = 2;
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constexpr int64_t rand_stride = static_cast<int64_t>(sizeof(x_)) - mask_bytes;
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int64_t last_len = 0;
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int64_t trim_len = r_bytes.size();
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if (trim_len > rand_stride) {
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last_len = trim_len % rand_stride;
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trim_len = trim_len - last_len;
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}
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else {
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trim_len = 0;
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last_len = r_bytes.size();
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}
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const char *data_src = (const char *)&x_;
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int64_t i = 0;
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while (i != trim_len) {
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BLI_assert(i < trim_len);
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#ifdef __BIG_ENDIAN__
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for (int64_t j = (rand_stride + mask_bytes) - 1; j != mask_bytes - 1; j--)
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#else
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for (int64_t j = 0; j != rand_stride; j++)
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#endif
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{
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r_bytes[i++] = data_src[j];
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}
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this->step();
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}
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if (last_len) {
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for (int64_t j = 0; j != last_len; j++) {
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r_bytes[i++] = data_src[j];
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}
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}
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}
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} // namespace blender
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