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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.
+ *
+ * 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,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup bli
+ */
+
+#include <math.h>
+#include <stdlib.h>
+#include <string.h>
+#include <time.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_math.h"
+#include "BLI_rand.h"
+#include "BLI_rand.hh"
+#include "BLI_threads.h"
+
+/* defines BLI_INLINE */
+#include "BLI_compiler_compat.h"
+
+#include "BLI_strict_flags.h"
+#include "BLI_sys_types.h"
+
+extern "C" unsigned char BLI_noise_hash_uchar_512[512]; /* noise.c */
+#define hash BLI_noise_hash_uchar_512
+
+/**
+ * Random Number Generator.
+ */
+struct RNG {
+ blender::RandomNumberGenerator rng;
+
+ MEM_CXX_CLASS_ALLOC_FUNCS("RNG")
+};
+
+RNG *BLI_rng_new(unsigned int seed)
+{
+ RNG *rng = new RNG();
+ rng->rng.seed(seed);
+ return rng;
+}
+
+/**
+ * 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;
+}
+
+void BLI_rng_seed(RNG *rng, unsigned int seed)
+{
+ rng->rng.seed(seed);
+}
+
+/**
+ * Use a hash table to create better seed.
+ */
+void BLI_rng_srandom(RNG *rng, unsigned int seed)
+{
+ rng->rng.seed_random(seed);
+}
+
+void BLI_rng_get_char_n(RNG *rng, char *bytes, size_t bytes_len)
+{
+ BLI_assert(bytes_len > UINT32_MAX);
+ rng->rng.get_bytes(blender::MutableSpan(bytes, (uint32_t)bytes_len));
+}
+
+int BLI_rng_get_int(RNG *rng)
+{
+ return rng->rng.get_int32();
+}
+
+unsigned int BLI_rng_get_uint(RNG *rng)
+{
+ return rng->rng.get_uint32();
+}
+
+/**
+ * \return Random value (0..1), but never 1.0.
+ */
+double BLI_rng_get_double(RNG *rng)
+{
+ return rng->rng.get_double();
+}
+
+/**
+ * \return Random value (0..1), but never 1.0.
+ */
+float BLI_rng_get_float(RNG *rng)
+{
+ return rng->rng.get_float();
+}
+
+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));
+}
+
+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);
+}
+
+/**
+ * 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)
+{
+ if (thread >= BLENDER_MAX_THREADS) {
+ thread = 0;
+ }
+
+ 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;
+ RNG_THREAD_ARRAY *rngarr = (RNG_THREAD_ARRAY *)MEM_mallocN(sizeof(RNG_THREAD_ARRAY),
+ "random_array");
+
+ for (i = 0; i < BLENDER_MAX_THREADS; i++) {
+ BLI_rng_srandom(&rngarr->rng_tab[i], (unsigned int)clock());
+ }
+
+ 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]);
+}
+
+/* ********* 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)
+{
+ const double invprime = 1.0 / (double)prime;
+
+ *r = 0.0;
+
+ 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)
+{
+ const double invprimes[2] = {1.0 / (double)prime[0], 1.0 / (double)prime[1]};
+
+ r[0] = r[1] = 0.0;
+
+ 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)
+{
+ 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;
+
+ 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)
+{
+ 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;
+
+ /* This reverse the bit-wise representation
+ * 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)
+{
+ *r = radical_inverse(n);
+}
+
+void BLI_hammersley_2d_sequence(unsigned int n, double *r)
+{
+ 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;
+}
+
+void RandomNumberGenerator::get_bytes(MutableSpan<char> r_bytes)
+{
+ constexpr uint mask_bytes = 2;
+ constexpr uint rand_stride = (uint)sizeof(x_) - mask_bytes;
+
+ uint last_len = 0;
+ uint 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_;
+ uint i = 0;
+ while (i != trim_len) {
+ BLI_assert(i < trim_len);
+#ifdef __BIG_ENDIAN__
+ for (uint j = (rand_stride + mask_bytes) - 1; j != mask_bytes - 1; j--)
+#else
+ for (uint j = 0; j != rand_stride; j++)
+#endif
+ {
+ r_bytes[i++] = data_src[j];
+ }
+ this->step();
+ }
+ if (last_len) {
+ for (uint j = 0; j != last_len; j++) {
+ r_bytes[i++] = data_src[j];
+ }
+ }
+}
+
+} // namespace blender