use arc4random to seed non-csprng, fleshes out random subsystem

This commit is contained in:
a dinosaur 2024-08-22 03:37:29 +10:00
parent 394e340f09
commit cb2ffe78a4
6 changed files with 83 additions and 15 deletions

View File

@ -13,7 +13,9 @@ add_executable(Voxelotl MACOSX_BUNDLE
Color.swift
Random/RandomProvider.swift
Random/RandomRange.swift
Random/Arc4Random.swift
Random/DarwinRandom.swift
NSImageLoader.swift
Renderer.swift

View File

@ -25,18 +25,21 @@ class Game: GameDelegate {
var player = Player()
var projection: matrix_float4x4 = .identity
var chunk = Chunk(position: .zero)
var random = Arc4Random.instance
init() {
player.position = SIMD3(0.5, Float(Chunk.chunkSize) + 0.5, 0.5)
player.rotation = .init(.pi, 0)
self.player.position = SIMD3(0.5, Float(Chunk.chunkSize) + 0.5, 0.5)
self.player.rotation = .init(.pi, 0)
self.generateWorld()
}
private func generateWorld() {
var random = DarwinRandom(seed: Arc4Random.instance.next(in: DarwinRandom.max))
let colors: [Color<UInt8>] = [
.white,
.red, .blue, .green,
.magenta, .yellow, .cyan
]
chunk.fill(allBy: {
self.chunk.fill(allBy: {
if (random.next() & 0x1) == 0x1 {
.solid(colors[random.next(in: 0..<colors.count)])
} else {
@ -59,19 +62,25 @@ class Game: GameDelegate {
if let pad = GameController.current?.state {
// Delete block underneath player
if pad.pressed(.south) {
chunk.setBlock(at: SIMD3(player.position + .down * 0.2), type: .air)
self.chunk.setBlock(at: SIMD3(player.position + .down * 0.2), type: .air)
}
// Player reset
if pad.pressed(.back) {
player.position = .init(repeating: 0.5) + .init(0, Float(Chunk.chunkSize), 0)
player.velocity = .zero
player.rotation = .init(.pi, 0)
self.player.position = .init(repeating: 0.5) + .init(0, Float(Chunk.chunkSize), 0)
self.player.velocity = .zero
self.player.rotation = .init(.pi, 0)
}
// Regenerate
if pad.pressed(.start) {
self.generateWorld()
}
}
player.update(deltaTime: deltaTime, chunk: chunk)
camera.position = player.eyePosition
camera.rotation = player.eyeRotation
self.player.update(deltaTime: deltaTime, chunk: chunk)
self.camera.position = player.eyePosition
self.camera.rotation = player.eyeRotation
}
func draw(_ renderer: Renderer, _ time: GameTime) {

View File

@ -17,8 +17,12 @@ public class Arc4Random: RandomProvider {
arc4random()
}
public func next(in bound: Range<Int>) -> Int {
assert(bound.upperBound <= Self.max)
return bound.lowerBound + Int(arc4random_uniform(UInt32(bound.upperBound)))
public func next(in bound: Int) -> Int {
assert(bound <= Self.max)
return Int(arc4random_uniform(UInt32(bound)))
}
public func next(in range: Range<Int>) -> Int {
return range.lowerBound + next(in: range.upperBound - range.lowerBound)
}
}

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@ -0,0 +1,33 @@
public struct DarwinRandom: RandomProvider {
public typealias Output = Int
public static var min: Int { 0x00000000 }
public static var max: Int { 0x7FFFFFFF }
private var state: Int
init() {
self.state = 0
}
public init(seed: Int) {
self.state = seed
}
mutating public func seed(with seed: Int) {
self.state = seed
}
mutating public func next() -> Int {
if self.state == 0 {
self.state = 123459876
}
let hi = self.state / 127773
let lo = self.state - hi * 127773
self.state = 16807 * lo - 2836 * hi
if self.state < 0 {
self.state += Self.max
}
return self.state % (Self.max + 1)
}
}

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@ -0,0 +1,20 @@
public extension RandomProvider where Output: BinaryInteger {
mutating func next(in range: Range<Int>) -> Int {
range.lowerBound + self.next(in: range.upperBound - range.lowerBound)
}
mutating func next(in range: ClosedRange<Int>) -> Int {
range.lowerBound + self.next(in: range.upperBound - range.lowerBound + 1)
}
mutating func next(in bound: Int) -> Int {
assert(Self.min == 0)
assert(Self.max >= bound)
let threshold = Int(Self.max % Output(bound))
var result: Int
repeat {
result = Int(truncatingIfNeeded: self.next())
} while result < threshold
return result % bound
}
}

View File

@ -358,7 +358,7 @@ public class Renderer {
let instancesBytes = numInstances * MemoryLayout<VertexShaderInstance>.stride
// (Re)create instance buffer if needed
if self._instances[self.currentFrame] == nil || numInstances > self._instances[self.currentFrame]!.length {
if self._instances[self.currentFrame] == nil || instancesBytes > self._instances[self.currentFrame]!.length {
guard let instanceBuffer = self.device.makeBuffer(
length: instancesBytes,
options: .storageModeManaged)