1 | /**************************************************************************/ |
2 | /* random_pcg.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
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30 | |
31 | #ifndef RANDOM_PCG_H |
32 | #define RANDOM_PCG_H |
33 | |
34 | #include "core/math/math_defs.h" |
35 | |
36 | #include "thirdparty/misc/pcg.h" |
37 | |
38 | #include <math.h> |
39 | |
40 | #if defined(__GNUC__) |
41 | #define CLZ32(x) __builtin_clz(x) |
42 | #elif defined(_MSC_VER) |
43 | #include <intrin.h> |
44 | static int __bsr_clz32(uint32_t x) { |
45 | unsigned long index; |
46 | _BitScanReverse(&index, x); |
47 | return 31 - index; |
48 | } |
49 | #define CLZ32(x) __bsr_clz32(x) |
50 | #else |
51 | #endif |
52 | |
53 | #if defined(__GNUC__) |
54 | #define LDEXP(s, e) __builtin_ldexp(s, e) |
55 | #define LDEXPF(s, e) __builtin_ldexpf(s, e) |
56 | #else |
57 | #include <math.h> |
58 | #define LDEXP(s, e) ldexp(s, e) |
59 | #define LDEXPF(s, e) ldexp(s, e) |
60 | #endif |
61 | |
62 | class RandomPCG { |
63 | pcg32_random_t pcg; |
64 | uint64_t current_seed = 0; // The seed the current generator state started from. |
65 | uint64_t current_inc = 0; |
66 | |
67 | public: |
68 | static const uint64_t DEFAULT_SEED = 12047754176567800795U; |
69 | static const uint64_t DEFAULT_INC = PCG_DEFAULT_INC_64; |
70 | |
71 | RandomPCG(uint64_t p_seed = DEFAULT_SEED, uint64_t p_inc = DEFAULT_INC); |
72 | |
73 | _FORCE_INLINE_ void seed(uint64_t p_seed) { |
74 | current_seed = p_seed; |
75 | pcg32_srandom_r(&pcg, current_seed, current_inc); |
76 | } |
77 | _FORCE_INLINE_ uint64_t get_seed() { return current_seed; } |
78 | |
79 | _FORCE_INLINE_ void set_state(uint64_t p_state) { pcg.state = p_state; } |
80 | _FORCE_INLINE_ uint64_t get_state() const { return pcg.state; } |
81 | |
82 | void randomize(); |
83 | _FORCE_INLINE_ uint32_t rand() { |
84 | return pcg32_random_r(&pcg); |
85 | } |
86 | _FORCE_INLINE_ uint32_t rand(uint32_t bounds) { |
87 | return pcg32_boundedrand_r(&pcg, bounds); |
88 | } |
89 | |
90 | // Obtaining floating point numbers in [0, 1] range with "good enough" uniformity. |
91 | // These functions sample the output of rand() as the fraction part of an infinite binary number, |
92 | // with some tricks applied to reduce ops and branching: |
93 | // 1. Instead of shifting to the first 1 and connecting random bits, we simply set the MSB and LSB to 1. |
94 | // Provided that the RNG is actually uniform bit by bit, this should have the exact same effect. |
95 | // 2. In order to compensate for exponent info loss, we count zeros from another random number, |
96 | // and just add that to the initial offset. |
97 | // This has the same probability as counting and shifting an actual bit stream: 2^-n for n zeroes. |
98 | // For all numbers above 2^-96 (2^-64 for floats), the functions should be uniform. |
99 | // However, all numbers below that threshold are floored to 0. |
100 | // The thresholds are chosen to minimize rand() calls while keeping the numbers within a totally subjective quality standard. |
101 | // If clz or ldexp isn't available, fall back to bit truncation for performance, sacrificing uniformity. |
102 | _FORCE_INLINE_ double randd() { |
103 | #if defined(CLZ32) |
104 | uint32_t proto_exp_offset = rand(); |
105 | if (unlikely(proto_exp_offset == 0)) { |
106 | return 0; |
107 | } |
108 | uint64_t significand = (((uint64_t)rand()) << 32) | rand() | 0x8000000000000001U; |
109 | return LDEXP((double)significand, -64 - CLZ32(proto_exp_offset)); |
110 | #else |
111 | #pragma message("RandomPCG::randd - intrinsic clz is not available, falling back to bit truncation") |
112 | return (double)(((((uint64_t)rand()) << 32) | rand()) & 0x1FFFFFFFFFFFFFU) / (double)0x1FFFFFFFFFFFFFU; |
113 | #endif |
114 | } |
115 | _FORCE_INLINE_ float randf() { |
116 | #if defined(CLZ32) |
117 | uint32_t proto_exp_offset = rand(); |
118 | if (unlikely(proto_exp_offset == 0)) { |
119 | return 0; |
120 | } |
121 | return LDEXPF((float)(rand() | 0x80000001), -32 - CLZ32(proto_exp_offset)); |
122 | #else |
123 | #pragma message("RandomPCG::randf - intrinsic clz is not available, falling back to bit truncation") |
124 | return (float)(rand() & 0xFFFFFF) / (float)0xFFFFFF; |
125 | #endif |
126 | } |
127 | |
128 | _FORCE_INLINE_ double randfn(double p_mean, double p_deviation) { |
129 | double temp = randd(); |
130 | if (temp < CMP_EPSILON) { |
131 | temp += CMP_EPSILON; // To prevent generating of INF value in log function, resulting to return NaN value from this function. |
132 | } |
133 | return p_mean + p_deviation * (cos(Math_TAU * randd()) * sqrt(-2.0 * log(temp))); // Box-Muller transform. |
134 | } |
135 | _FORCE_INLINE_ float randfn(float p_mean, float p_deviation) { |
136 | float temp = randf(); |
137 | if (temp < CMP_EPSILON) { |
138 | temp += CMP_EPSILON; // To prevent generating of INF value in log function, resulting to return NaN value from this function. |
139 | } |
140 | return p_mean + p_deviation * (cos((float)Math_TAU * randf()) * sqrt(-2.0 * log(temp))); // Box-Muller transform. |
141 | } |
142 | |
143 | double random(double p_from, double p_to); |
144 | float random(float p_from, float p_to); |
145 | int random(int p_from, int p_to); |
146 | }; |
147 | |
148 | #endif // RANDOM_PCG_H |
149 | |