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nvidia-texture-tools/src/nvmath/Montecarlo.h

85 lines
1.6 KiB
C++

// This code is in the public domain -- castanyo@yahoo.es
#ifndef NV_MATH_MONTECARLO_H
#define NV_MATH_MONTECARLO_H
#include <nvmath/Vector.h>
#include <nvmath/Random.h>
namespace nv
{
/// A random sample distribution.
class SampleDistribution
{
public:
// Sampling method.
enum Method {
Method_Random,
Method_Stratified,
Method_NRook
};
// Distribution functions.
enum Distribution {
Distribution_Uniform,
Distribution_Cosine
};
/// Constructor.
SampleDistribution(int num)
{
m_sampleArray.resize(num);
}
void redistribute(Method method=Method_NRook, Distribution dist=Distribution_Cosine);
/// Get parametric coordinates of the sample.
Vector2 sample(int i) { return m_sampleArray[i].uv; }
/// Get sample direction.
Vector3 sampleDir(int i) { return m_sampleArray[i].dir; }
/// Get number of samples.
uint sampleCount() const { return m_sampleArray.count(); }
private:
void redistributeRandom(const Distribution dist);
void redistributeStratified(const Distribution dist);
void multiStageNRooks(const int size, int* cells);
void redistributeNRook(const Distribution dist);
/// A sample of the random distribution.
struct Sample
{
/// Set sample given the 3d coordinates.
void setDir(float x, float y, float z) {
dir.set(x, y, z);
uv.set(acosf(z), atan2f(y, x));
}
/// Set sample given the 2d parametric coordinates.
void setUV(float u, float v) {
uv.set(u, v);
dir.set(sinf(u) * cosf(v), sinf(u) * sinf(v), cosf(u));
}
Vector2 uv;
Vector3 dir;
};
/// Random seed.
MTRand m_rand;
/// Samples.
Array<Sample> m_sampleArray;
};
} // nv namespace
#endif // NV_MATH_MONTECARLO_H