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- /**************************************************************************/
- /* random_pcg.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef RANDOM_PCG_H
- #define RANDOM_PCG_H
- #include <math.h>
- #include "core/math/math_defs.h"
- #include "thirdparty/misc/pcg.h"
- #if defined(__GNUC__) || (_llvm_has_builtin(__builtin_clz))
- #define CLZ32(x) __builtin_clz(x)
- #elif defined(_MSC_VER)
- #include "intrin.h"
- static int __bsr_clz32(uint32_t x) {
- unsigned long index;
- _BitScanReverse(&index, x);
- return 31 - index;
- }
- #define CLZ32(x) __bsr_clz32(x)
- #else
- #endif
- #if defined(__GNUC__) || (_llvm_has_builtin(__builtin_ldexp) && _llvm_has_builtin(__builtin_ldexpf))
- #define LDEXP(s, e) __builtin_ldexp(s, e)
- #define LDEXPF(s, e) __builtin_ldexpf(s, e)
- #else
- #include "math.h"
- #define LDEXP(s, e) ldexp(s, e)
- #define LDEXPF(s, e) ldexp(s, e)
- #endif
- class RandomPCG {
- pcg32_random_t pcg;
- uint64_t current_seed; // The seed the current generator state started from.
- uint64_t current_inc;
- public:
- static const uint64_t DEFAULT_SEED = 12047754176567800795U;
- static const uint64_t DEFAULT_INC = PCG_DEFAULT_INC_64;
- RandomPCG(uint64_t p_seed = DEFAULT_SEED, uint64_t p_inc = DEFAULT_INC);
- _FORCE_INLINE_ void seed(uint64_t p_seed) {
- current_seed = p_seed;
- pcg32_srandom_r(&pcg, current_seed, current_inc);
- }
- _FORCE_INLINE_ uint64_t get_seed() { return current_seed; }
- _FORCE_INLINE_ void set_state(uint64_t p_state) { pcg.state = p_state; }
- _FORCE_INLINE_ uint64_t get_state() const { return pcg.state; }
- void randomize();
- _FORCE_INLINE_ uint32_t rand() {
- current_seed = pcg.state;
- return pcg32_random_r(&pcg);
- }
- // Obtaining floating point numbers in [0, 1] range with "good enough" uniformity.
- // These functions sample the output of rand() as the fraction part of an infinite binary number,
- // with some tricks applied to reduce ops and branching:
- // 1. Instead of shifting to the first 1 and connecting random bits, we simply set the MSB and LSB to 1.
- // Provided that the RNG is actually uniform bit by bit, this should have the exact same effect.
- // 2. In order to compensate for exponent info loss, we count zeros from another random number,
- // and just add that to the initial offset.
- // This has the same probability as counting and shifting an actual bit stream: 2^-n for n zeroes.
- // For all numbers above 2^-96 (2^-64 for floats), the functions should be uniform.
- // However, all numbers below that threshold are floored to 0.
- // The thresholds are chosen to minimize rand() calls while keeping the numbers within a totally subjective quality standard.
- // If clz or ldexp isn't available, fall back to bit truncation for performance, sacrificing uniformity.
- _FORCE_INLINE_ double randd() {
- #if defined(CLZ32)
- uint32_t proto_exp_offset = rand();
- if (unlikely(proto_exp_offset == 0)) {
- return 0;
- }
- uint64_t significand = (((uint64_t)rand()) << 32) | rand() | 0x8000000000000001U;
- return LDEXP((double)significand, -64 - CLZ32(proto_exp_offset));
- #else
- #pragma message("RandomPCG::randd - intrinsic clz is not available, falling back to bit truncation")
- return (double)(((((uint64_t)rand()) << 32) | rand()) & 0x1FFFFFFFFFFFFFU) / (double)0x1FFFFFFFFFFFFFU;
- #endif
- }
- _FORCE_INLINE_ float randf() {
- #if defined(CLZ32)
- uint32_t proto_exp_offset = rand();
- if (unlikely(proto_exp_offset == 0)) {
- return 0;
- }
- return LDEXPF((float)(rand() | 0x80000001), -32 - CLZ32(proto_exp_offset));
- #else
- #pragma message("RandomPCG::randf - intrinsic clz is not available, falling back to bit truncation")
- return (float)(rand() & 0xFFFFFF) / (float)0xFFFFFF;
- #endif
- }
- _FORCE_INLINE_ double randfn(double p_mean, double p_deviation) {
- return p_mean + p_deviation * (cos(Math_TAU * randd()) * sqrt(-2.0 * log(randd()))); // Box-Muller transform
- }
- _FORCE_INLINE_ float randfn(float p_mean, float p_deviation) {
- return p_mean + p_deviation * (cos(Math_TAU * randf()) * sqrt(-2.0 * log(randf()))); // Box-Muller transform
- }
- double random(double p_from, double p_to);
- float random(float p_from, float p_to);
- real_t random(int p_from, int p_to) { return (real_t)random((real_t)p_from, (real_t)p_to); }
- };
- #endif // RANDOM_PCG_H
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