Improved linearRand: support precision and integers (#230)

master
Christophe Riccio ago%!(EXTRA string=11 years)
parent e419448539
commit 5f7862ebec
  1. 11
      glm/detail/func_common.inl
  2. 13
      glm/gtc/random.hpp
  3. 286
      glm/gtc/random.inl
  4. 1
      readme.txt
  5. 19
      test/gtc/gtc_random.cpp

@ -311,6 +311,17 @@ namespace detail
return std::modf(x, &i); return std::modf(x, &i);
} }
template <typename T, precision P>
GLM_FUNC_QUALIFIER detail::tvec1<T, P> modf
(
detail::tvec1<T, P> const & x,
detail::tvec1<T, P> & i
)
{
return detail::tvec1<T, P>(
modf(x.x, i.x));
}
template <typename T, precision P> template <typename T, precision P>
GLM_FUNC_QUALIFIER detail::tvec2<T, P> modf GLM_FUNC_QUALIFIER detail::tvec2<T, P> modf
( (

@ -58,10 +58,15 @@ namespace glm
/// @param Max /// @param Max
/// @tparam genType Value type. Currently supported: half (not recommanded), float or double scalars and vectors. /// @tparam genType Value type. Currently supported: half (not recommanded), float or double scalars and vectors.
/// @see gtc_random /// @see gtc_random
template <typename genType> template <typename genTYpe>
GLM_FUNC_DECL genType linearRand( GLM_FUNC_DECL genTYpe linearRand(
genType const & Min, genTYpe const & Min,
genType const & Max); genTYpe const & Max);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> linearRand(
vecType<T, P> const & Min,
vecType<T, P> const & Max);
/// Generate random numbers in the interval [Min, Max], according a gaussian distribution /// Generate random numbers in the interval [Min, Max], according a gaussian distribution
/// ///

@ -35,53 +35,289 @@
namespace glm{ namespace glm{
namespace detail 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, detail::tvec1>
{
GLM_FUNC_QUALIFIER static detail::tvec1<uint8, P> call()
{
return detail::tvec1<uint8, P>(
std::rand()) % std::numeric_limits<uint8>::max();
}
};
template <precision P>
struct compute_rand<uint8, P, detail::tvec2>
{
GLM_FUNC_QUALIFIER static detail::tvec2<uint8, P> call()
{
return detail::tvec2<uint8, P>(
std::rand(),
std::rand()) % std::numeric_limits<uint8>::max();
}
};
template <precision P>
struct compute_rand<uint8, P, detail::tvec3>
{
GLM_FUNC_QUALIFIER static detail::tvec3<uint8, P> call()
{
return detail::tvec3<uint8, P>(
std::rand(),
std::rand(),
std::rand()) % std::numeric_limits<uint8>::max();
}
};
template <precision P>
struct compute_rand<uint8, P, detail::tvec4>
{
GLM_FUNC_QUALIFIER static detail::tvec4<uint8, P> call()
{
return detail::tvec4<uint8, P>(
std::rand(),
std::rand(),
std::rand(),
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 struct compute_linearRand
{ {
template <typename T> GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & Min, vecType<T, P> const & Max);
GLM_FUNC_QUALIFIER T operator() (T const & Min, T const & Max) const; };
/*
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)
{ {
GLM_STATIC_ASSERT(0, "'linearRand' invalid template parameter type. GLM_GTC_random only supports floating-point template types."); return (vecType<int8, P>(compute_rand<uint8, P, vecType>::call()) % (Max - Min)) + Min;
return Min;
} }
*/
}; };
template <> template <precision P, template <class, precision> class vecType>
GLM_FUNC_QUALIFIER float compute_linearRand::operator()<float> (float const & Min, float const & Max) const struct compute_linearRand<uint8, P, vecType>
{ {
return float(std::rand()) / float(RAND_MAX) * (Max - Min) + Min; 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 - Min)) + Min;
}
};
template <> template <precision P, template <class, precision> class vecType>
GLM_FUNC_QUALIFIER double compute_linearRand::operator()<double> (double const & Min, double const & Max) const 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()) % (Max - 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 - 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()) % (Max - 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 - 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()) % (Max - 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 - 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>
{ {
return double(std::rand()) / double(RAND_MAX) * (Max - Min) + Min; 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 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 <> template <>
GLM_FUNC_QUALIFIER long double compute_linearRand::operator()<long double> (long double const & Min, long double const & Max) const GLM_FUNC_QUALIFIER float linearRand<float>
(
float const & Min,
float const & Max
)
{ {
return (long double)(std::rand()) / (long double)(RAND_MAX) * (Max - Min) + Min; return detail::compute_linearRand<float, highp, detail::tvec1>::call(
detail::tvec1<float, highp>(Min),
detail::tvec1<float, highp>(Max)).x;
} }
}//namespace detail
template <typename genType> template <>
GLM_FUNC_QUALIFIER genType linearRand GLM_FUNC_QUALIFIER double linearRand<double>
( (
genType const & Min, double const & Min,
genType const & Max double const & Max
) )
{ {
return detail::compute_linearRand()(Min, Max); return detail::compute_linearRand<double, highp, detail::tvec1>::call(
detail::tvec1<double, highp>(Min),
detail::tvec1<double, highp>(Max)).x;
} }
VECTORIZE_VEC_VEC(linearRand) template <typename genType>
template <typename genType>
GLM_FUNC_QUALIFIER genType gaussRand GLM_FUNC_QUALIFIER genType gaussRand
( (
genType const & Mean, genType const & Mean,
genType const & Deviation genType const & Deviation
) )
{ {

@ -47,6 +47,7 @@ GLM 0.9.6.0: 2014-XX-XX
- Fixed Visual Studio 14 compiler warnings - Fixed Visual Studio 14 compiler warnings
- Added *vec1 support to *vec2 types - Added *vec1 support to *vec2 types
- Limited extended integer type redifinition (#233) - Limited extended integer type redifinition (#233)
- Improved linearRand: support precision and integers (#230)
================================================================================ ================================================================================
GLM 0.9.5.5: 2014-XX-XX GLM 0.9.5.5: 2014-XX-XX

@ -18,6 +18,25 @@ int test_linearRand()
{ {
int Error = 0; int Error = 0;
{
glm::i8vec2 A = glm::linearRand(glm::i8vec2(16), glm::i8vec2(32));
glm::i16vec2 B = glm::linearRand(glm::i16vec2(16), glm::i16vec2(32));
glm::i32vec2 C = glm::linearRand(glm::i32vec2(16), glm::i32vec2(32));
glm::i64vec2 D = glm::linearRand(glm::i64vec2(16), glm::i64vec2(32));
}
{
glm::u8vec2 A = glm::linearRand(glm::u8vec2(16), glm::u8vec2(32));
glm::u16vec2 B = glm::linearRand(glm::u16vec2(16), glm::u16vec2(32));
glm::u32vec2 C = glm::linearRand(glm::u32vec2(16), glm::u32vec2(32));
glm::u64vec2 D = glm::linearRand(glm::u64vec2(16), glm::u64vec2(32));
}
{
glm::f32vec2 A = glm::linearRand(glm::f32vec2(16), glm::f32vec2(32));
glm::f64vec2 B = glm::linearRand(glm::f64vec2(16), glm::f64vec2(32));
}
{ {
float ResultFloat = 0.0f; float ResultFloat = 0.0f;
double ResultDouble = 0.0f; double ResultDouble = 0.0f;

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