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- /*
- * Copyright (C) 2021 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #ifndef ANTKEEPER_MATH_NOISE_HASH_HPP
- #define ANTKEEPER_MATH_NOISE_HASH_HPP
-
- #include "math/vector.hpp"
- #include <cstdint>
-
- namespace math {
- namespace noise {
-
- /// Hash functions.
- namespace hash {
-
- /**
- * PCG3D hash.
- *
- * @see Mark Jarzynski and Marc Olano, Hash Functions for GPU Rendering, Journal of Computer Graphics Techniques (JCGT), vol. 9, no. 3, 21-38, 2020.
- */
- /// @{
- template <class T>
- math::vector<std::uint32_t, 3> pcg3d_3(const math::vector<T, 3>& x)
- {
- math::vector<std::uint32_t, 3> u = math::vector<std::uint32_t, 3>(x) * 1664525U + 1013904223U;
-
- u[0] += u[1] * u[2];
- u[1] += u[2] * u[0];
- u[2] += u[0] * u[1];
-
- u[0] ^= u[0] >> 16U;
- u[1] ^= u[1] >> 16U;
- u[2] ^= u[2] >> 16U;
-
- u[0] += u[1] * u[2];
- u[1] += u[2] * u[0];
- u[2] += u[0] * u[1];
-
- return u;
- }
-
- template <class T>
- math::vector<std::uint32_t, 3> pcg3d_3(const math::vector<T, 2>& x)
- {
- return pcg3d_3<T>({x[0], x[1], T{1}});
- }
-
- template <class T>
- math::vector<std::uint32_t, 3> pcg3d_3(const math::vector<T, 1>& x)
- {
- return pcg3d_3<T>({x[0], T{1}, T{1}});
- }
-
- template <class T>
- math::vector<std::uint32_t, 3> pcg3d_3(T x)
- {
- return pcg3d_3<T>({x, T{1}, T{1}});
- }
-
- template <class T>
- std::uint32_t pcg3d_1(const math::vector<T, 3>& x)
- {
- return pcg3d_3<T>(x)[0];
- }
-
- template <class T>
- std::uint32_t pcg3d_1(const math::vector<T, 2>& x)
- {
- return pcg3d_3<T>({x[0], x[1], T{1}})[0];
- }
-
- template <class T>
- std::uint32_t pcg3d_1(const math::vector<T, 1>& x)
- {
- return pcg3d_3<T>({x[0], T{1}, T{1}})[0];
- }
-
- template <class T>
- std::uint32_t pcg3d_1(T x)
- {
- return pcg3d_3<T>({x, T{1}, T{1}})[0];
- }
- /// @}
-
- /**
- * PCG4D hash.
- *
- * @see Mark Jarzynski and Marc Olano, Hash Functions for GPU Rendering, Journal of Computer Graphics Techniques (JCGT), vol. 9, no. 3, 21-38, 2020.
- */
- /// @{
- template <class T>
- math::vector<std::uint32_t, 4> pcg4d_4(const math::vector<T, 4>& x)
- {
- math::vector<std::uint32_t, 4> u = math::vector<std::uint32_t, 4>(x) * 1664525U + 1013904223U;
-
- u[0] += u[1] * u[3];
- u[1] += u[2] * u[0];
- u[2] += u[0] * u[1];
- u[3] += u[1] * u[2];
-
- u[0] ^= u[0] >> 16U;
- u[1] ^= u[1] >> 16U;
- u[2] ^= u[2] >> 16U;
- u[3] ^= u[3] >> 16U;
-
- u[0] += u[1] * u[3];
- u[1] += u[2] * u[0];
- u[2] += u[0] * u[1];
- u[3] += u[1] * u[2];
-
- return u;
- }
-
- template <class T>
- std::uint32_t pcg4d_1(const math::vector<T, 4>& x)
- {
- return pcg4d_4<T>(x)[0];
- }
- /// @}
-
- } // namespace hash
-
- } // namespace noise
- } // namespace math
-
- #endif // ANTKEEPER_MATH_NOISE_HASH_HPP
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