/// @ref gtc_random /// @file glm/gtc/random.inl #include "../geometric.hpp" #include "../exponential.hpp" #include <cstdlib> #include <ctime> #include <cassert> namespace glm{ namespace detail { template <typename T, precision P, template <class, precision> class vecType> struct compute_rand { GLM_FUNC_QUALIFIER static vecType<T, P> call(); }; template <precision P> struct compute_rand<uint8, P, tvec1> { GLM_FUNC_QUALIFIER static tvec1<uint8, P> call() { return tvec1<uint8, P>( std::rand() % std::numeric_limits<uint8>::max()); } }; template <precision P> struct compute_rand<uint8, P, tvec2> { GLM_FUNC_QUALIFIER static tvec2<uint8, P> call() { return tvec2<uint8, P>( std::rand() % std::numeric_limits<uint8>::max(), std::rand() % std::numeric_limits<uint8>::max()); } }; template <precision P> struct compute_rand<uint8, P, tvec3> { GLM_FUNC_QUALIFIER static tvec3<uint8, P> call() { return tvec3<uint8, P>( std::rand() % std::numeric_limits<uint8>::max(), std::rand() % std::numeric_limits<uint8>::max(), std::rand() % std::numeric_limits<uint8>::max()); } }; template <precision P> struct compute_rand<uint8, P, tvec4> { GLM_FUNC_QUALIFIER static tvec4<uint8, P> call() { return tvec4<uint8, P>( std::rand() % std::numeric_limits<uint8>::max(), std::rand() % std::numeric_limits<uint8>::max(), std::rand() % std::numeric_limits<uint8>::max(), std::rand() % std::numeric_limits<uint8>::max()); } }; template <precision P, template <class, precision> class vecType> struct compute_rand<uint16, P, vecType> { GLM_FUNC_QUALIFIER static vecType<uint16, P> call() { return (vecType<uint16, P>(compute_rand<uint8, P, vecType>::call()) << static_cast<uint16>(8)) | (vecType<uint16, P>(compute_rand<uint8, P, vecType>::call()) << static_cast<uint16>(0)); } }; template <precision P, template <class, precision> class vecType> struct compute_rand<uint32, P, vecType> { GLM_FUNC_QUALIFIER static vecType<uint32, P> call() { return (vecType<uint32, P>(compute_rand<uint16, P, vecType>::call()) << static_cast<uint32>(16)) | (vecType<uint32, P>(compute_rand<uint16, P, vecType>::call()) << static_cast<uint32>(0)); } }; template <precision P, template <class, precision> class vecType> struct compute_rand<uint64, P, vecType> { GLM_FUNC_QUALIFIER static vecType<uint64, P> call() { return (vecType<uint64, P>(compute_rand<uint32, P, vecType>::call()) << static_cast<uint64>(32)) | (vecType<uint64, P>(compute_rand<uint32, P, vecType>::call()) << static_cast<uint64>(0)); } }; template <typename T, precision P, template <class, precision> class vecType> struct compute_linearRand { GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & Min, vecType<T, P> const & Max); }; template <precision P, template <class, precision> class vecType> struct compute_linearRand<int8, P, vecType> { GLM_FUNC_QUALIFIER static vecType<int8, P> call(vecType<int8, P> const & Min, vecType<int8, P> const & Max) { return (vecType<int8, P>(compute_rand<uint8, P, vecType>::call() % vecType<uint8, P>(Max + static_cast<int8>(1) - Min))) + Min; } }; template <precision P, template <class, precision> class vecType> struct compute_linearRand<uint8, P, vecType> { GLM_FUNC_QUALIFIER static vecType<uint8, P> call(vecType<uint8, P> const & Min, vecType<uint8, P> const & Max) { return (compute_rand<uint8, P, vecType>::call() % (Max + static_cast<uint8>(1) - Min)) + Min; } }; template <precision P, template <class, precision> class vecType> struct compute_linearRand<int16, P, vecType> { GLM_FUNC_QUALIFIER static vecType<int16, P> call(vecType<int16, P> const & Min, vecType<int16, P> const & Max) { return (vecType<int16, P>(compute_rand<uint16, P, vecType>::call() % vecType<uint16, P>(Max + static_cast<int16>(1) - Min))) + Min; } }; template <precision P, template <class, precision> class vecType> struct compute_linearRand<uint16, P, vecType> { GLM_FUNC_QUALIFIER static vecType<uint16, P> call(vecType<uint16, P> const & Min, vecType<uint16, P> const & Max) { return (compute_rand<uint16, P, vecType>::call() % (Max + static_cast<uint16>(1) - Min)) + Min; } }; template <precision P, template <class, precision> class vecType> struct compute_linearRand<int32, P, vecType> { GLM_FUNC_QUALIFIER static vecType<int32, P> call(vecType<int32, P> const & Min, vecType<int32, P> const & Max) { return (vecType<int32, P>(compute_rand<uint32, P, vecType>::call() % vecType<uint32, P>(Max + static_cast<int32>(1) - Min))) + Min; } }; template <precision P, template <class, precision> class vecType> struct compute_linearRand<uint32, P, vecType> { GLM_FUNC_QUALIFIER static vecType<uint32, P> call(vecType<uint32, P> const & Min, vecType<uint32, P> const & Max) { return (compute_rand<uint32, P, vecType>::call() % (Max + static_cast<uint32>(1) - Min)) + Min; } }; template <precision P, template <class, precision> class vecType> struct compute_linearRand<int64, P, vecType> { GLM_FUNC_QUALIFIER static vecType<int64, P> call(vecType<int64, P> const & Min, vecType<int64, P> const & Max) { return (vecType<int64, P>(compute_rand<uint64, P, vecType>::call() % vecType<uint64, P>(Max + static_cast<int64>(1) - Min))) + Min; } }; template <precision P, template <class, precision> class vecType> struct compute_linearRand<uint64, P, vecType> { GLM_FUNC_QUALIFIER static vecType<uint64, P> call(vecType<uint64, P> const & Min, vecType<uint64, P> const & Max) { return (compute_rand<uint64, P, vecType>::call() % (Max + static_cast<uint64>(1) - Min)) + Min; } }; template <template <class, precision> class vecType> struct compute_linearRand<float, lowp, vecType> { GLM_FUNC_QUALIFIER static vecType<float, lowp> call(vecType<float, lowp> const & Min, vecType<float, lowp> const & Max) { return vecType<float, lowp>(compute_rand<uint8, lowp, vecType>::call()) / static_cast<float>(std::numeric_limits<uint8>::max()) * (Max - Min) + Min; } }; template <template <class, precision> class vecType> struct compute_linearRand<float, mediump, vecType> { GLM_FUNC_QUALIFIER static vecType<float, mediump> call(vecType<float, mediump> const & Min, vecType<float, mediump> const & Max) { return vecType<float, mediump>(compute_rand<uint16, mediump, vecType>::call()) / static_cast<float>(std::numeric_limits<uint16>::max()) * (Max - Min) + Min; } }; template <template <class, precision> class vecType> struct compute_linearRand<float, highp, vecType> { GLM_FUNC_QUALIFIER static vecType<float, highp> call(vecType<float, highp> const & Min, vecType<float, highp> const & Max) { return vecType<float, highp>(compute_rand<uint32, highp, vecType>::call()) / static_cast<float>(std::numeric_limits<uint32>::max()) * (Max - Min) + Min; } }; template <template <class, precision> class vecType> struct compute_linearRand<double, lowp, vecType> { GLM_FUNC_QUALIFIER static vecType<double, lowp> call(vecType<double, lowp> const & Min, vecType<double, lowp> const & Max) { return vecType<double, lowp>(compute_rand<uint16, lowp, vecType>::call()) / static_cast<double>(std::numeric_limits<uint16>::max()) * (Max - Min) + Min; } }; template <template <class, precision> class vecType> struct compute_linearRand<double, mediump, vecType> { GLM_FUNC_QUALIFIER static vecType<double, mediump> call(vecType<double, mediump> const & Min, vecType<double, mediump> const & Max) { return vecType<double, mediump>(compute_rand<uint32, mediump, vecType>::call()) / static_cast<double>(std::numeric_limits<uint32>::max()) * (Max - Min) + Min; } }; template <template <class, precision> class vecType> struct compute_linearRand<double, highp, vecType> { GLM_FUNC_QUALIFIER static vecType<double, highp> call(vecType<double, highp> const & Min, vecType<double, highp> const & Max) { return vecType<double, highp>(compute_rand<uint64, highp, vecType>::call()) / static_cast<double>(std::numeric_limits<uint64>::max()) * (Max - Min) + Min; } }; template <template <class, precision> class vecType> struct compute_linearRand<long double, lowp, vecType> { GLM_FUNC_QUALIFIER static vecType<long double, lowp> call(vecType<long double, lowp> const & Min, vecType<long double, lowp> const & Max) { return vecType<long double, lowp>(compute_rand<uint32, lowp, vecType>::call()) / static_cast<long double>(std::numeric_limits<uint32>::max()) * (Max - Min) + Min; } }; template <template <class, precision> class vecType> struct compute_linearRand<long double, mediump, vecType> { GLM_FUNC_QUALIFIER static vecType<long double, mediump> call(vecType<long double, mediump> const & Min, vecType<long double, mediump> const & Max) { return vecType<long double, mediump>(compute_rand<uint64, mediump, vecType>::call()) / static_cast<long double>(std::numeric_limits<uint64>::max()) * (Max - Min) + Min; } }; template <template <class, precision> class vecType> struct compute_linearRand<long double, highp, vecType> { GLM_FUNC_QUALIFIER static vecType<long double, highp> call(vecType<long double, highp> const & Min, vecType<long double, highp> const & Max) { return vecType<long double, highp>(compute_rand<uint64, highp, vecType>::call()) / static_cast<long double>(std::numeric_limits<uint64>::max()) * (Max - Min) + Min; } }; }//namespace detail template <typename genType> GLM_FUNC_QUALIFIER genType linearRand(genType Min, genType Max) { return detail::compute_linearRand<genType, highp, tvec1>::call( tvec1<genType, highp>(Min), tvec1<genType, highp>(Max)).x; } template <typename T, precision P, template <typename, precision> class vecType> GLM_FUNC_QUALIFIER vecType<T, P> linearRand(vecType<T, P> const & Min, vecType<T, P> const & Max) { return detail::compute_linearRand<T, P, vecType>::call(Min, Max); } template <typename genType> GLM_FUNC_QUALIFIER genType gaussRand(genType Mean, genType Deviation) { genType w, x1, x2; do { x1 = linearRand(genType(-1), genType(1)); x2 = linearRand(genType(-1), genType(1)); w = x1 * x1 + x2 * x2; } while(w > genType(1)); return x2 * Deviation * Deviation * sqrt((genType(-2) * log(w)) / w) + Mean; } template <typename T, precision P, template <typename, precision> class vecType> GLM_FUNC_QUALIFIER vecType<T, P> gaussRand(vecType<T, P> const & Mean, vecType<T, P> const & Deviation) { return detail::functor2<T, P, vecType>::call(gaussRand, Mean, Deviation); } template <typename T> GLM_FUNC_QUALIFIER tvec2<T, defaultp> diskRand(T Radius) { tvec2<T, defaultp> Result(T(0)); T LenRadius(T(0)); do { Result = linearRand( tvec2<T, defaultp>(-Radius), tvec2<T, defaultp>(Radius)); LenRadius = length(Result); } while(LenRadius > Radius); return Result; } template <typename T> GLM_FUNC_QUALIFIER tvec3<T, defaultp> ballRand(T Radius) { tvec3<T, defaultp> Result(T(0)); T LenRadius(T(0)); do { Result = linearRand( tvec3<T, defaultp>(-Radius), tvec3<T, defaultp>(Radius)); LenRadius = length(Result); } while(LenRadius > Radius); return Result; } template <typename T> GLM_FUNC_QUALIFIER tvec2<T, defaultp> circularRand(T Radius) { T a = linearRand(T(0), T(6.283185307179586476925286766559f)); return tvec2<T, defaultp>(cos(a), sin(a)) * Radius; } template <typename T> GLM_FUNC_QUALIFIER tvec3<T, defaultp> sphericalRand(T Radius) { T z = linearRand(T(-1), T(1)); T a = linearRand(T(0), T(6.283185307179586476925286766559f)); T r = sqrt(T(1) - z * z); T x = r * cos(a); T y = r * sin(a); return tvec3<T, defaultp>(x, y, z) * Radius; } }//namespace glm