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rand.hxx
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#pragma once
#include <cstdint>
#include <bit>
#include <glm/vec2.hpp>
#include <glm/vec3.hpp>
#include <pcg_random.hpp>
std::uint64_t rseeder();
inline thread_local pcg32 rgen{rseeder()};
using glm::vec2, glm::vec3;
inline static float rand_canonical() {
std::uint64_t rand_int = rgen();
std::uint64_t one_repr = 0x3ff0000000000000ul;
std::uint64_t val_repr = one_repr | (rand_int << 20) | (1ull << 19);
double val = std::bit_cast<double>(val_repr);
return val - 1.0;
}
inline static glm::vec2 rand_disc() {
for (;;) {
glm::vec2 ret = {rand_canonical(), rand_canonical()};
ret = 2.0f * ret - 1.0f;
float len = length(ret);
if (len >= 1.0f)
continue;
return ret;
}
}
inline static glm::vec3 rand_ball() {
for (;;) {
glm::vec3 ret = {rand_canonical(), rand_canonical(), rand_canonical()};
ret = 2.0f * ret - 1.0f;
float len = length(ret);
if (len >= 1.0f)
continue;
return ret;
}
}
inline static glm::vec3 rand_spherical() {
static constexpr float eps = 1e-3;
for (;;) {
glm::vec3 ret = {rand_canonical(), rand_canonical(), rand_canonical()};
ret = 2.0f * ret - 1.0f;
float len = length(ret);
if (len >= 1.0f)
continue;
if (len < eps)
continue;
return ret / len;
}
}