Move PRNG to Random.hh
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3 changed files with 48 additions and 32 deletions
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@ -51,6 +51,7 @@
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C018AD3F21978E690094BE3C /* Queue.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = Queue.swift; sourceTree = "<group>"; };
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C018AD412197907B0094BE3C /* QueueTests.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = QueueTests.swift; sourceTree = "<group>"; };
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C028A6A121A46796005DE718 /* Math.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = Math.swift; sourceTree = "<group>"; };
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C04A27A421A6FB4B00FCABFB /* Random.hh */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.h; path = Random.hh; sourceTree = "<group>"; };
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C08C589F218F46F000EAFC2D /* Algorithms.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = Algorithms.swift; sourceTree = "<group>"; };
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C08C58A1218F474E00EAFC2D /* TerrainAlgorithms.metal */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.metal; path = TerrainAlgorithms.metal; sourceTree = "<group>"; };
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C0C15A8A218DDD85007494E2 /* Terrain.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = Terrain.app; sourceTree = BUILT_PRODUCTS_DIR; };
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@ -121,6 +122,7 @@
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isa = PBXGroup;
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children = (
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C0C15ABA218E2A90007494E2 /* ShaderTypes.h */,
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C04A27A421A6FB4B00FCABFB /* Random.hh */,
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C0C15AB8218E2A90007494E2 /* Shaders.metal */,
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C08C58A1218F474E00EAFC2D /* TerrainAlgorithms.metal */,
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);
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44
Terrain2/Shaders/Random.hh
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44
Terrain2/Shaders/Random.hh
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//
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// Random.hh
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// Terrain
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//
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// Created by Eryn Wells on 11/22/18.
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// Copyright © 2018 Eryn Wells. All rights reserved.
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//
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#ifndef Random_hh
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#define Random_hh
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/// A pseudo-random number generator providing several algorithms.
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/// - http://reedbeta.com/blog/quick-and-easy-gpu-random-numbers-in-d3d11/
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struct PRNG {
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PRNG(uint seed) : mSeed(wangHash(seed)) { }
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/// Generate a random unsigned integer using a linear congruential generator.
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uint lcg() {
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mSeed = 1664525 * mSeed + 1013904223;
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return mSeed;
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}
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/// Generate a random unsigned integer using the Xorshift algorithm from George Marsaglia's paper.
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uint xorShift() {
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mSeed ^= (mSeed << 13);
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mSeed ^= (mSeed >> 17);
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mSeed ^= (mSeed << 5);
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return mSeed;
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}
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uint wangHash(uint seed) {
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seed = (seed ^ 61) ^ (seed >> 16);
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seed *= 9;
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seed = seed ^ (seed >> 4);
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seed *= 0x27d4eb2d;
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seed = seed ^ (seed >> 15);
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return seed;
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}
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private:
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uint mSeed;
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};
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#endif /* Random_hh */
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@ -9,40 +9,10 @@
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#include <metal_stdlib>
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#include <metal_types>
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#include "ShaderTypes.h"
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#include "Random.hh"
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using namespace metal;
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/// A pseudo-random number generator providing several algorithms.
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/// - http://reedbeta.com/blog/quick-and-easy-gpu-random-numbers-in-d3d11/
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struct PRNG {
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PRNG(uint seed) : mSeed(wangHash(seed)) { }
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/// Generate a random unsigned integer using a linear congruential generator.
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uint lcg() {
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mSeed = 1664525 * mSeed + 1013904223;
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return mSeed;
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}
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/// Generate a random unsigned integer using the Xorshift algorithm from George Marsaglia's paper.
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uint xorShift() {
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mSeed ^= (mSeed << 13);
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mSeed ^= (mSeed >> 17);
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mSeed ^= (mSeed << 5);
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return mSeed;
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}
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uint wangHash(uint seed) {
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seed = (seed ^ 61) ^ (seed >> 16);
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seed *= 9;
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seed = seed ^ (seed >> 4);
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seed *= 0x27d4eb2d;
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seed = seed ^ (seed >> 15);
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return seed;
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}
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private:
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uint mSeed;
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};
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kernel void updateGeometryHeights(texture2d<float> texture [[texture(GeneratorTextureIndexIn)]],
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constant float2 *texCoords [[buffer(GeneratorBufferIndexTexCoords)]],
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constant Uniforms &uniforms [[buffer(GeneratorBufferIndexUniforms)]],
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