virtualx-engine/core/math/random_pcg.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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/*************************************************************************/
/* random_pcg.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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; // seed with this to get the same state
uint64_t current_inc;
public:
static const uint64_t DEFAULT_SEED = 12047754176567800795U;
static const uint64_t DEFAULT_INC = PCG_DEFAULT_INC_64;
static const uint64_t RANDOM_MAX = 0xFFFFFFFF;
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; }
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