Add Chromium-only Blender WebEngine parity work
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153
blender-5.2.0/source/blender/blenlib/BLI_rand.hh
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153
blender-5.2.0/source/blender/blenlib/BLI_rand.hh
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/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bli
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*/
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#pragma once
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#include "BLI_math_vector_types.hh"
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#include "BLI_span.hh"
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namespace blender {
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class RandomNumberGenerator {
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private:
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uint64_t x_;
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public:
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RandomNumberGenerator(uint32_t seed = 0)
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{
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this->seed(seed);
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}
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/**
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* Creates a random number generator with a somewhat random seed. This can be used when
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* determinism is not necessary or not desired.
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*/
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static RandomNumberGenerator from_random_seed();
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/**
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* Set the seed for future random numbers.
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*/
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void seed(uint32_t seed)
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{
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constexpr uint64_t lowseed = 0x330E;
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x_ = (uint64_t(seed) << 16) | lowseed;
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}
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/**
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* Set a randomized hash of the value as seed.
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*/
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void seed_random(uint32_t seed);
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uint32_t get_uint32()
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{
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this->step();
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return uint32_t(x_ >> 17);
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}
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int32_t get_int32()
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{
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this->step();
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return int32_t(x_ >> 17);
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}
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uint64_t get_uint64()
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{
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return (uint64_t(this->get_uint32()) << 32) | this->get_uint32();
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}
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/**
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* \return Random value (0..N), but never N.
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*/
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int32_t get_int32(int32_t max_exclusive)
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{
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BLI_assert(max_exclusive > 0);
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return this->get_int32() % max_exclusive;
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}
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/**
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* \return Random value (0..1), but never 1.0.
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*/
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double get_double()
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{
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return double(this->get_int32()) / 0x80000000;
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}
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/**
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* \return Random value (0..1), but never 1.0.
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*/
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float get_float()
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{
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return float(this->get_int32()) / 0x80000000;
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}
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template<typename T> void shuffle(MutableSpan<T> values)
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{
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/* Cannot shuffle arrays of this size yet. */
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BLI_assert(values.size() <= INT32_MAX);
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for (int i = values.size() - 1; i >= 2; i--) {
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int j = this->get_int32(i);
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if (i != j) {
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std::swap(values[i], values[j]);
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}
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}
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}
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/**
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* Compute uniformly distributed barycentric coordinates.
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*/
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float3 get_barycentric_coordinates()
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{
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float rand1 = this->get_float();
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float rand2 = this->get_float();
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if (rand1 + rand2 > 1.0f) {
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rand1 = 1.0f - rand1;
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rand2 = 1.0f - rand2;
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}
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return float3(rand1, rand2, 1.0f - rand1 - rand2);
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}
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/**
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* Round value to the next integer randomly.
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* 4.9f is more likely to round to 5 than 4.6f.
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*/
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int round_probabilistic(float x);
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float2 get_unit_float2();
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float3 get_unit_float3();
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/**
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* Generate a random point inside the given triangle.
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*/
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float2 get_triangle_sample(float2 v1, float2 v2, float2 v3);
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float3 get_triangle_sample_3d(float3 v1, float3 v2, float3 v3);
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void get_bytes(MutableSpan<char> r_bytes);
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/**
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* Simulate getting \a n random values.
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*/
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void skip(int64_t n)
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{
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while (n--) {
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this->step();
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}
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}
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private:
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void step()
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{
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constexpr uint64_t multiplier = 0x5DEECE66Dll;
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constexpr uint64_t addend = 0xB;
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constexpr uint64_t mask = 0x0000FFFFFFFFFFFFll;
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x_ = (multiplier * x_ + addend) & mask;
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}
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};
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} // namespace blender
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