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https://github.com/g-truc/glm.git
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Improved linearRand: support precision and integers (#230)
This commit is contained in:
parent
e419448539
commit
5f7862ebec
5 changed files with 305 additions and 33 deletions
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@ -311,6 +311,17 @@ namespace detail
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return std::modf(x, &i);
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}
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER detail::tvec1<T, P> modf
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(
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detail::tvec1<T, P> const & x,
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detail::tvec1<T, P> & i
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)
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{
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return detail::tvec1<T, P>(
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modf(x.x, i.x));
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}
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER detail::tvec2<T, P> modf
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(
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@ -58,10 +58,15 @@ namespace glm
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/// @param Max
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/// @tparam genType Value type. Currently supported: half (not recommanded), float or double scalars and vectors.
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/// @see gtc_random
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template <typename genType>
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GLM_FUNC_DECL genType linearRand(
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genType const & Min,
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genType const & Max);
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template <typename genTYpe>
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GLM_FUNC_DECL genTYpe linearRand(
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genTYpe const & Min,
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genTYpe const & Max);
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> linearRand(
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vecType<T, P> const & Min,
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vecType<T, P> const & Max);
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/// Generate random numbers in the interval [Min, Max], according a gaussian distribution
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///
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@ -35,53 +35,289 @@
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namespace glm{
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namespace detail
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{
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struct compute_linearRand
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template <typename T, precision P, template <class, precision> class vecType>
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struct compute_rand
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{
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template <typename T>
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GLM_FUNC_QUALIFIER T operator() (T const & Min, T const & Max) const;
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/*
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{
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GLM_STATIC_ASSERT(0, "'linearRand' invalid template parameter type. GLM_GTC_random only supports floating-point template types.");
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return Min;
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}
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*/
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GLM_FUNC_QUALIFIER static vecType<T, P> call();
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};
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template <>
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GLM_FUNC_QUALIFIER float compute_linearRand::operator()<float> (float const & Min, float const & Max) const
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template <precision P>
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struct compute_rand<uint8, P, detail::tvec1>
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{
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return float(std::rand()) / float(RAND_MAX) * (Max - Min) + Min;
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}
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GLM_FUNC_QUALIFIER static detail::tvec1<uint8, P> call()
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{
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return detail::tvec1<uint8, P>(
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std::rand()) % std::numeric_limits<uint8>::max();
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}
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};
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template <>
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GLM_FUNC_QUALIFIER double compute_linearRand::operator()<double> (double const & Min, double const & Max) const
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template <precision P>
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struct compute_rand<uint8, P, detail::tvec2>
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{
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return double(std::rand()) / double(RAND_MAX) * (Max - Min) + Min;
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}
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GLM_FUNC_QUALIFIER static detail::tvec2<uint8, P> call()
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{
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return detail::tvec2<uint8, P>(
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std::rand(),
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std::rand()) % std::numeric_limits<uint8>::max();
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}
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};
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template <>
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GLM_FUNC_QUALIFIER long double compute_linearRand::operator()<long double> (long double const & Min, long double const & Max) const
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template <precision P>
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struct compute_rand<uint8, P, detail::tvec3>
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{
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return (long double)(std::rand()) / (long double)(RAND_MAX) * (Max - Min) + Min;
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}
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GLM_FUNC_QUALIFIER static detail::tvec3<uint8, P> call()
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{
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return detail::tvec3<uint8, P>(
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std::rand(),
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std::rand(),
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std::rand()) % std::numeric_limits<uint8>::max();
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}
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};
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template <precision P>
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struct compute_rand<uint8, P, detail::tvec4>
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{
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GLM_FUNC_QUALIFIER static detail::tvec4<uint8, P> call()
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{
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return detail::tvec4<uint8, P>(
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std::rand(),
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std::rand(),
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std::rand(),
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std::rand()) % std::numeric_limits<uint8>::max();
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_rand<uint16, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<uint16, P> call()
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{
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return
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(vecType<uint16, P>(compute_rand<uint8, P, vecType>::call()) << static_cast<uint16>(8)) |
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(vecType<uint16, P>(compute_rand<uint8, P, vecType>::call()) << static_cast<uint16>(0));
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_rand<uint32, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<uint32, P> call()
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{
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return
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(vecType<uint32, P>(compute_rand<uint16, P, vecType>::call()) << static_cast<uint32>(16)) |
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(vecType<uint32, P>(compute_rand<uint16, P, vecType>::call()) << static_cast<uint32>(0));
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_rand<uint64, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<uint64, P> call()
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{
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return
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(vecType<uint64, P>(compute_rand<uint32, P, vecType>::call()) << static_cast<uint64>(32)) |
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(vecType<uint64, P>(compute_rand<uint32, P, vecType>::call()) << static_cast<uint64>(0));
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}
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};
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template <typename T, precision P, template <class, precision> class vecType>
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struct compute_linearRand
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{
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GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & Min, vecType<T, P> const & Max);
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_linearRand<int8, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<int8, P> call(vecType<int8, P> const & Min, vecType<int8, P> const & Max)
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{
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return (vecType<int8, P>(compute_rand<uint8, P, vecType>::call()) % (Max - Min)) + Min;
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_linearRand<uint8, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<uint8, P> call(vecType<uint8, P> const & Min, vecType<uint8, P> const & Max)
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{
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return (compute_rand<uint8, P, vecType>::call() % (Max - Min)) + Min;
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_linearRand<int16, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<int16, P> call(vecType<int16, P> const & Min, vecType<int16, P> const & Max)
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{
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return (vecType<int16, P>(compute_rand<uint16, P, vecType>::call()) % (Max - Min)) + Min;
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_linearRand<uint16, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<uint16, P> call(vecType<uint16, P> const & Min, vecType<uint16, P> const & Max)
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{
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return (compute_rand<uint16, P, vecType>::call() % (Max - Min)) + Min;
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_linearRand<int32, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<int32, P> call(vecType<int32, P> const & Min, vecType<int32, P> const & Max)
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{
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return (vecType<int32, P>(compute_rand<uint32, P, vecType>::call()) % (Max - Min)) + Min;
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_linearRand<uint32, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<uint32, P> call(vecType<uint32, P> const & Min, vecType<uint32, P> const & Max)
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{
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return (compute_rand<uint32, P, vecType>::call() % (Max - Min)) + Min;
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_linearRand<int64, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<int64, P> call(vecType<int64, P> const & Min, vecType<int64, P> const & Max)
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{
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return (vecType<int64, P>(compute_rand<uint64, P, vecType>::call()) % (Max - Min)) + Min;
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_linearRand<uint64, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<uint64, P> call(vecType<uint64, P> const & Min, vecType<uint64, P> const & Max)
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{
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return (compute_rand<uint64, P, vecType>::call() % (Max - Min)) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<float, lowp, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<float, lowp> call(vecType<float, lowp> const & Min, vecType<float, lowp> const & Max)
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{
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return vecType<float, lowp>(compute_rand<uint8, lowp, vecType>::call()) / static_cast<float>(std::numeric_limits<uint8>::max()) * (Max - Min) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<float, mediump, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<float, mediump> call(vecType<float, mediump> const & Min, vecType<float, mediump> const & Max)
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{
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return vecType<float, mediump>(compute_rand<uint16, mediump, vecType>::call()) / static_cast<float>(std::numeric_limits<uint16>::max()) * (Max - Min) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<float, highp, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<float, highp> call(vecType<float, highp> const & Min, vecType<float, highp> const & Max)
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{
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return vecType<float, highp>(compute_rand<uint32, highp, vecType>::call()) / static_cast<float>(std::numeric_limits<uint32>::max()) * (Max - Min) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<double, lowp, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<double, lowp> call(vecType<double, lowp> const & Min, vecType<double, lowp> const & Max)
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{
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return vecType<double, lowp>(compute_rand<uint16, lowp, vecType>::call()) / static_cast<double>(std::numeric_limits<uint16>::max()) * (Max - Min) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<double, mediump, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<double, mediump> call(vecType<double, mediump> const & Min, vecType<double, mediump> const & Max)
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{
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return vecType<double, mediump>(compute_rand<uint32, mediump, vecType>::call()) / static_cast<double>(std::numeric_limits<uint32>::max()) * (Max - Min) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<double, highp, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<double, highp> call(vecType<double, highp> const & Min, vecType<double, highp> const & Max)
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{
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return vecType<double, highp>(compute_rand<uint64, highp, vecType>::call()) / static_cast<double>(std::numeric_limits<uint64>::max()) * (Max - Min) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<long double, lowp, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<long double, lowp> call(vecType<long double, lowp> const & Min, vecType<long double, lowp> const & Max)
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{
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return vecType<long double, lowp>(compute_rand<uint32, lowp, vecType>::call()) / static_cast<long double>(std::numeric_limits<uint32>::max()) * (Max - Min) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<long double, mediump, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<long double, mediump> call(vecType<long double, mediump> const & Min, vecType<long double, mediump> const & Max)
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{
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return vecType<long double, mediump>(compute_rand<uint64, mediump, vecType>::call()) / static_cast<long double>(std::numeric_limits<uint64>::max()) * (Max - Min) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<long double, highp, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<long double, highp> call(vecType<long double, highp> const & Min, vecType<long double, highp> const & Max)
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{
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return vecType<long double, highp>(compute_rand<uint64, highp, vecType>::call()) / static_cast<long double>(std::numeric_limits<uint64>::max()) * (Max - Min) + Min;
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}
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};
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}//namespace detail
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template <typename genType>
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GLM_FUNC_QUALIFIER genType linearRand
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_QUALIFIER vecType<T, P> linearRand
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(
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genType const & Min,
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genType const & Max
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vecType<T, P> const & Min,
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vecType<T, P> const & Max
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)
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{
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return detail::compute_linearRand()(Min, Max);
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return detail::compute_linearRand<T, P, vecType>::call(Min, Max);
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}
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VECTORIZE_VEC_VEC(linearRand)
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template <>
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GLM_FUNC_QUALIFIER float linearRand<float>
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(
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float const & Min,
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float const & Max
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)
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{
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return detail::compute_linearRand<float, highp, detail::tvec1>::call(
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detail::tvec1<float, highp>(Min),
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detail::tvec1<float, highp>(Max)).x;
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}
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template <typename genType>
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template <>
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GLM_FUNC_QUALIFIER double linearRand<double>
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(
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double const & Min,
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double const & Max
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)
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{
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return detail::compute_linearRand<double, highp, detail::tvec1>::call(
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detail::tvec1<double, highp>(Min),
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detail::tvec1<double, highp>(Max)).x;
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}
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template <typename genType>
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GLM_FUNC_QUALIFIER genType gaussRand
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(
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genType const & Mean,
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genType const & Mean,
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genType const & Deviation
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)
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{
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@ -47,6 +47,7 @@ GLM 0.9.6.0: 2014-XX-XX
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- Fixed Visual Studio 14 compiler warnings
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- Added *vec1 support to *vec2 types
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- Limited extended integer type redifinition (#233)
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- Improved linearRand: support precision and integers (#230)
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================================================================================
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GLM 0.9.5.5: 2014-XX-XX
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@ -18,6 +18,25 @@ int test_linearRand()
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{
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int Error = 0;
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{
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glm::i8vec2 A = glm::linearRand(glm::i8vec2(16), glm::i8vec2(32));
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glm::i16vec2 B = glm::linearRand(glm::i16vec2(16), glm::i16vec2(32));
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glm::i32vec2 C = glm::linearRand(glm::i32vec2(16), glm::i32vec2(32));
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glm::i64vec2 D = glm::linearRand(glm::i64vec2(16), glm::i64vec2(32));
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}
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{
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glm::u8vec2 A = glm::linearRand(glm::u8vec2(16), glm::u8vec2(32));
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glm::u16vec2 B = glm::linearRand(glm::u16vec2(16), glm::u16vec2(32));
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glm::u32vec2 C = glm::linearRand(glm::u32vec2(16), glm::u32vec2(32));
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glm::u64vec2 D = glm::linearRand(glm::u64vec2(16), glm::u64vec2(32));
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}
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{
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glm::f32vec2 A = glm::linearRand(glm::f32vec2(16), glm::f32vec2(32));
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glm::f64vec2 B = glm::linearRand(glm::f64vec2(16), glm::f64vec2(32));
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}
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{
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float ResultFloat = 0.0f;
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double ResultDouble = 0.0f;
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