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-rw-r--r--thirdparty/misc/open-simplex-noise.c11
-rw-r--r--thirdparty/misc/pcg.cpp33
-rw-r--r--thirdparty/misc/pcg.h1
-rw-r--r--thirdparty/misc/triangulator.h4
4 files changed, 42 insertions, 7 deletions
diff --git a/thirdparty/misc/open-simplex-noise.c b/thirdparty/misc/open-simplex-noise.c
index 42f2fbb5be..88fbd3e51d 100644
--- a/thirdparty/misc/open-simplex-noise.c
+++ b/thirdparty/misc/open-simplex-noise.c
@@ -189,14 +189,15 @@ int open_simplex_noise(int64_t seed, struct osn_context *ctx)
permGradIndex3D = ctx->permGradIndex3D;
// -- GODOT end --
+ uint64_t seedU = seed;
for (i = 0; i < 256; i++)
source[i] = (int16_t) i;
- seed = seed * 6364136223846793005LL + 1442695040888963407LL;
- seed = seed * 6364136223846793005LL + 1442695040888963407LL;
- seed = seed * 6364136223846793005LL + 1442695040888963407LL;
+ seedU = seedU * 6364136223846793005ULL + 1442695040888963407ULL;
+ seedU = seedU * 6364136223846793005ULL + 1442695040888963407ULL;
+ seedU = seedU * 6364136223846793005ULL + 1442695040888963407ULL;
for (i = 255; i >= 0; i--) {
- seed = seed * 6364136223846793005LL + 1442695040888963407LL;
- r = (int)((seed + 31) % (i + 1));
+ seedU = seedU * 6364136223846793005ULL + 1442695040888963407ULL;
+ r = (int)((seedU + 31) % (i + 1));
if (r < 0)
r += (i + 1);
perm[i] = source[r];
diff --git a/thirdparty/misc/pcg.cpp b/thirdparty/misc/pcg.cpp
index c421e16f89..914a353874 100644
--- a/thirdparty/misc/pcg.cpp
+++ b/thirdparty/misc/pcg.cpp
@@ -23,3 +23,36 @@ void pcg32_srandom_r(pcg32_random_t* rng, uint64_t initstate, uint64_t initseq)
rng->state += initstate;
pcg32_random_r(rng);
}
+
+// Source from https://github.com/imneme/pcg-c-basic/blob/master/pcg_basic.c
+// pcg32_boundedrand_r(rng, bound):
+// Generate a uniformly distributed number, r, where 0 <= r < bound
+uint32_t pcg32_boundedrand_r(pcg32_random_t *rng, uint32_t bound) {
+ // To avoid bias, we need to make the range of the RNG a multiple of
+ // bound, which we do by dropping output less than a threshold.
+ // A naive scheme to calculate the threshold would be to do
+ //
+ // uint32_t threshold = 0x100000000ull % bound;
+ //
+ // but 64-bit div/mod is slower than 32-bit div/mod (especially on
+ // 32-bit platforms). In essence, we do
+ //
+ // uint32_t threshold = (0x100000000ull-bound) % bound;
+ //
+ // because this version will calculate the same modulus, but the LHS
+ // value is less than 2^32.
+ uint32_t threshold = -bound % bound;
+
+ // Uniformity guarantees that this loop will terminate. In practice, it
+ // should usually terminate quickly; on average (assuming all bounds are
+ // equally likely), 82.25% of the time, we can expect it to require just
+ // one iteration. In the worst case, someone passes a bound of 2^31 + 1
+ // (i.e., 2147483649), which invalidates almost 50% of the range. In
+ // practice, bounds are typically small and only a tiny amount of the range
+ // is eliminated.
+ for (;;) {
+ uint32_t r = pcg32_random_r(rng);
+ if (r >= threshold)
+ return r % bound;
+ }
+}
diff --git a/thirdparty/misc/pcg.h b/thirdparty/misc/pcg.h
index 6f42b3b094..0faab73e64 100644
--- a/thirdparty/misc/pcg.h
+++ b/thirdparty/misc/pcg.h
@@ -11,5 +11,6 @@
typedef struct { uint64_t state; uint64_t inc; } pcg32_random_t;
uint32_t pcg32_random_r(pcg32_random_t* rng);
void pcg32_srandom_r(pcg32_random_t* rng, uint64_t initstate, uint64_t initseq);
+uint32_t pcg32_boundedrand_r(pcg32_random_t* rng, uint32_t bound);
#endif // RANDOM_H
diff --git a/thirdparty/misc/triangulator.h b/thirdparty/misc/triangulator.h
index c85792fd50..24b79e7d34 100644
--- a/thirdparty/misc/triangulator.h
+++ b/thirdparty/misc/triangulator.h
@@ -21,9 +21,9 @@
#ifndef TRIANGULATOR_H
#define TRIANGULATOR_H
-#include "core/list.h"
+#include "core/templates/list.h"
#include "core/math/vector2.h"
-#include "core/set.h"
+#include "core/templates/set.h"
//2D point structure