/*
	SuperCollider real time audio synthesis system
    Copyright (c) 2002 James McCartney. All rights reserved.
	http://www.audiosynth.com

    This program 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 2 of the License, or
    (at your option) any later version.

    This program 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 this program; if not, write to the Free Software
    Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301  USA
*/

//----------------------------------------------------------------------------//
// Ran088: L'Ecuyer's 1996 three-component Tausworthe generator "taus88"
//----------------------------------------------------------------------------//
//
// Returns an integer random number uniformly distributed within [0,4294967295]
//
// The period length is approximately 2^88 (which is 3*10^26).
// This generator is very fast and passes all standard statistical tests.
//
// Reference:
//   (1) P. L'Ecuyer, Maximally equidistributed combined Tausworthe generators,
//       Mathematics of Computation, 65, 203-213 (1996), see Figure 4.
//   (2) recommended in:
//       P. L'Ecuyer, Random number generation, chapter 4 of the
//       Handbook on Simulation, Ed. Jerry Banks, Wiley, 1997.
//
//----------------------------------------------------------------------------//

//----------------------------------------------------------------------------//
// I chose this random number generator for the following reasons:
//		fast.
//		easier and faster to seed than other high quality rng's such as Mersenne Twister.
//		the internal state is only 12 bytes.
//		the period is long enough for music/audio.
//		possible to code in altivec in future if needed.
// - James McCartney
//----------------------------------------------------------------------------//

#ifndef _SC_RGen_
#define _SC_RGen_

#include "SC_Endian.h"
#include "SC_Types.h"
#include "SC_BoundsMacros.h"
#include "Hash.h"
#include <math.h>

struct RGen
{
	void init(uint32 seed);

	uint32 trand();

	int32 irand(int32 scale);
	int32 irand2(int32 scale);
	int32 ilinrand(int32 scale);
	int32 ibilinrand(int32 scale);

	float fcoin();
	float frand();
	float frand2();
	float frand0();
	float frand8();
	float flinrand();
	float fbilinrand();
	float fsum3rand();
	double drand();
	double drand2(double scale);
	double linrand(double scale);
	double bilinrand(double scale);
	double exprandrng(double lo, double hi);
	double exprand(double scale);
	double biexprand(double scale);
	double sum3rand(double scale);

	uint32 s1, s2, s3;		// random generator state
};

inline void RGen::init(uint32 seed)
{
	// humans tend to use small seeds - mess up the bits
	seed = (uint32)Hash((int)seed);

	// initialize seeds using the given seed value taking care of
	// the requirements. The constants below are arbitrary otherwise
	s1 = 1243598713U ^ seed; if (s1 <  2) s1 = 1243598713U;
	s2 = 3093459404U ^ seed; if (s2 <  8) s2 = 3093459404U;
	s3 = 1821928721U ^ seed; if (s3 < 16) s3 = 1821928721U;
}

inline uint32 trand( uint32& s1, uint32& s2, uint32& s3 )
{
	// This function is provided for speed in inner loops where the
	// state variables are loaded into registers.
	// Thus updating the instance variables can
	// be postponed until the end of the loop.
	s1 = ((s1 &  (uint32)-2) << 12) ^ (((s1 << 13) ^  s1) >> 19);
	s2 = ((s2 &  (uint32)-8) <<  4) ^ (((s2 <<  2) ^  s2) >> 25);
	s3 = ((s3 & (uint32)-16) << 17) ^ (((s3 <<  3) ^  s3) >> 11);
	return s1 ^ s2 ^ s3;
}

inline uint32 RGen::trand()
{
	// generate a random 32 bit number
	return ::trand(s1, s2, s3);
}

inline double RGen::drand()
{
	// return a double from 0.0 to 0.999...
#if BYTE_ORDER == BIG_ENDIAN
	union { struct { uint32 hi, lo; } i; double f; } du;
#else
	union { struct { uint32 lo, hi; } i; double f; } du;
#endif
	du.i.hi = 0x41300000;
	du.i.lo = trand();
	return du.f - 1048576.;
}

inline float RGen::frand()
{
	// return a float from 0.0 to 0.999...
	union { uint32 i; float f; } u;		// union for floating point conversion of result
	u.i = 0x3F800000 | (trand() >> 9);
	return u.f - 1.f;
}

inline float RGen::frand0()
{
	// return a float from +1.0 to +1.999...
	union { uint32 i; float f; } u;		// union for floating point conversion of result
	u.i = 0x3F800000 | (trand() >> 9);
	return u.f;
}

inline float RGen::frand2()
{
	// return a float from -1.0 to +0.999...
	union { uint32 i; float f; } u;		// union for floating point conversion of result
	u.i = 0x40000000 | (trand() >> 9);
	return u.f - 3.f;
}

inline float RGen::frand8()
{
	// return a float from -0.125 to +0.124999...
	union { uint32 i; float f; } u;		// union for floating point conversion of result
	u.i = 0x3E800000 | (trand() >> 9);
	return u.f - 0.375f;
}

inline float RGen::fcoin()
{
	// only return one of the two values -1.0 or +1.0
	union { uint32 i; float f; } u;		// union for floating point conversion of result
	u.i = 0x3F800000 | (0x80000000 & trand());
	return u.f;
}

inline float RGen::flinrand()
{
	float a = frand();
	float b = frand();
	return sc_min(a,b);
}

inline float RGen::fbilinrand()
{
	float a = frand();
	float b = frand();
	return a - b;
}

inline float RGen::fsum3rand()
{
	// larry polansky's poor man's gaussian generator
	return (frand() + frand() + frand() - 1.5) * 0.666666667;
}


inline int32 RGen::irand(int32 scale)
{
	// return an int from 0 to scale - 1
	return (int32)floor(scale * drand());
}

inline int32 RGen::irand2(int32 scale)
{
	// return a int from -scale to +scale
	return (int32)floor((2. * scale + 1.) * drand() - scale);
}

inline int32 RGen::ilinrand(int32 scale)
{
	int32 a = irand(scale);
	int32 b = irand(scale);
	return sc_min(a,b);
}

inline double RGen::linrand(double scale)
{
	double a = drand();
	double b = drand();
	return sc_min(a,b) * scale;
}

inline int32 RGen::ibilinrand(int32 scale)
{
	int32 a = irand(scale);
	int32 b = irand(scale);
	return a - b;
}

inline double RGen::bilinrand(double scale)
{
	double a = drand();
	double b = drand();
	return (a - b) * scale;
}

inline double RGen::exprandrng(double lo, double hi)
{
	return lo * exp(log(hi / lo) * drand());
}

inline double RGen::exprand(double scale)
{
	double z;
	while ((z = drand()) == 0.0) {}
	return -log(z) * scale;
}

inline double RGen::biexprand(double scale)
{
	double z;
	while ((z = drand2(1.)) == 0.0 || z == -1.0) {}
	if (z > 0.0) z = log(z);
	else z = -log(-z);
	return z * scale;
}

inline double RGen::sum3rand(double scale)
{
	// larry polansky's poor man's gaussian generator
	return (drand() + drand() + drand() - 1.5) * 0.666666667 * scale;
}

inline double drand( uint32& s1, uint32& s2, uint32& s3 )
{
	union { struct { uint32 hi, lo; } i; double f; } u;
	u.i.hi = 0x41300000;
	u.i.lo = trand(s1,s2,s3);
	return u.f - 1048576.;
}

inline float frand( uint32& s1, uint32& s2, uint32& s3 )
{
	// return a float from 0.0 to 0.999...
	union { uint32 i; float f; } u;
	u.i = 0x3F800000 | (trand(s1,s2,s3) >> 9);
	return u.f - 1.f;
}

inline float frand0( uint32& s1, uint32& s2, uint32& s3 )
{
	// return a float from +1.0 to +1.999...
	union { uint32 i; float f; } u;
	u.i = 0x3F800000 | (trand(s1,s2,s3) >> 9);
	return u.f;
}

inline float frand2( uint32& s1, uint32& s2, uint32& s3 )
{
	// return a float from -1.0 to +0.999...
	union { uint32 i; float f; } u;
	u.i = 0x40000000 | (trand(s1,s2,s3) >> 9);
	return u.f - 3.f;
}

inline float frand8( uint32& s1, uint32& s2, uint32& s3 )
{
	// return a float from -0.125 to +0.124999...
	union { uint32 i; float f; } u;
	u.i = 0x3E800000 | (trand(s1,s2,s3) >> 9);
	return u.f - 0.375f;
}

inline float fcoin( uint32& s1, uint32& s2, uint32& s3 )
{
	// only return one of the two values -1.0 or +1.0
	union { uint32 i; float f; } u;
	u.i = 0x3F800000 | (0x80000000 & trand(s1,s2,s3));
	return u.f;
}



#endif

