/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2001-2002 NaN Holding BV. All rights reserved. */

/** \file
 * \ingroup bli
 */

#include <cmath>
#include <cstdlib>
#include <cstring>
#include <ctime>

#include "MEM_guardedalloc.h"

#include "BLI_bitmap.h"
#include "BLI_math.h"
#include "BLI_rand.h"
#include "BLI_rand.hh"
#include "BLI_threads.h"

/* defines BLI_INLINE */
#include "BLI_compiler_compat.h"

#include "BLI_strict_flags.h"
#include "BLI_sys_types.h"

extern "C" uchar BLI_noise_hash_uchar_512[512]; /* noise.c */
#define hash BLI_noise_hash_uchar_512

/**
 * Random Number Generator.
 */
struct RNG {
  blender::RandomNumberGenerator rng;

  MEM_CXX_CLASS_ALLOC_FUNCS("RNG")
};

RNG *BLI_rng_new(uint seed)
{
  RNG *rng = new RNG();
  rng->rng.seed(seed);
  return rng;
}

RNG *BLI_rng_new_srandom(uint seed)
{
  RNG *rng = new RNG();
  rng->rng.seed_random(seed);
  return rng;
}

RNG *BLI_rng_copy(RNG *rng)
{
  return new RNG(*rng);
}

void BLI_rng_free(RNG *rng)
{
  delete rng;
}

void BLI_rng_seed(RNG *rng, uint seed)
{
  rng->rng.seed(seed);
}

void BLI_rng_srandom(RNG *rng, uint seed)
{
  rng->rng.seed_random(seed);
}

void BLI_rng_get_char_n(RNG *rng, char *bytes, size_t bytes_len)
{
  rng->rng.get_bytes(blender::MutableSpan(bytes, int64_t(bytes_len)));
}

int BLI_rng_get_int(RNG *rng)
{
  return rng->rng.get_int32();
}

uint BLI_rng_get_uint(RNG *rng)
{
  return rng->rng.get_uint32();
}

double BLI_rng_get_double(RNG *rng)
{
  return rng->rng.get_double();
}

float BLI_rng_get_float(RNG *rng)
{
  return rng->rng.get_float();
}

void BLI_rng_get_float_unit_v2(RNG *rng, float v[2])
{
  copy_v2_v2(v, rng->rng.get_unit_float2());
}

void BLI_rng_get_float_unit_v3(RNG *rng, float v[3])
{
  copy_v3_v3(v, rng->rng.get_unit_float3());
}

void BLI_rng_get_tri_sample_float_v2(
    RNG *rng, const float v1[2], const float v2[2], const float v3[2], float r_pt[2])
{
  copy_v2_v2(r_pt, rng->rng.get_triangle_sample(v1, v2, v3));
}

void BLI_rng_get_tri_sample_float_v3(
    RNG *rng, const float v1[3], const float v2[3], const float v3[3], float r_pt[3])
{
  copy_v3_v3(r_pt, rng->rng.get_triangle_sample_3d(v1, v2, v3));
}

void BLI_rng_shuffle_array(RNG *rng, void *data, uint elem_size_i, uint elem_num)
{
  if (elem_num <= 1) {
    return;
  }

  const uint elem_size = elem_size_i;
  uint i = elem_num;
  void *temp = malloc(elem_size);

  while (i--) {
    const uint j = BLI_rng_get_uint(rng) % elem_num;
    if (i != j) {
      void *iElem = (uchar *)data + i * elem_size_i;
      void *jElem = (uchar *)data + j * elem_size_i;
      memcpy(temp, iElem, elem_size);
      memcpy(iElem, jElem, elem_size);
      memcpy(jElem, temp, elem_size);
    }
  }

  free(temp);
}

void BLI_rng_shuffle_bitmap(struct RNG *rng, BLI_bitmap *bitmap, uint bits_num)
{
  if (bits_num <= 1) {
    return;
  }

  uint i = bits_num;
  while (i--) {
    const uint j = BLI_rng_get_uint(rng) % bits_num;
    if (i != j) {
      const bool i_bit = BLI_BITMAP_TEST(bitmap, i);
      const bool j_bit = BLI_BITMAP_TEST(bitmap, j);
      BLI_BITMAP_SET(bitmap, i, j_bit);
      BLI_BITMAP_SET(bitmap, j, i_bit);
    }
  }
}

void BLI_rng_skip(RNG *rng, int n)
{
  rng->rng.skip(uint(n));
}

/***/

void BLI_array_frand(float *ar, int count, uint seed)
{
  RNG rng;

  BLI_rng_srandom(&rng, seed);

  for (int i = 0; i < count; i++) {
    ar[i] = BLI_rng_get_float(&rng);
  }
}

float BLI_hash_frand(uint seed)
{
  RNG rng;

  BLI_rng_srandom(&rng, seed);
  return BLI_rng_get_float(&rng);
}

void BLI_array_randomize(void *data, uint elem_size, uint elem_num, uint seed)
{
  RNG rng;

  BLI_rng_seed(&rng, seed);
  BLI_rng_shuffle_array(&rng, data, elem_size, elem_num);
}

void BLI_bitmap_randomize(BLI_bitmap *bitmap, uint bits_num, uint seed)
{
  RNG rng;

  BLI_rng_seed(&rng, seed);
  BLI_rng_shuffle_bitmap(&rng, bitmap, bits_num);
}

/* ********* for threaded random ************** */

static RNG rng_tab[BLENDER_MAX_THREADS];

void BLI_thread_srandom(int thread, uint seed)
{
  if (thread >= BLENDER_MAX_THREADS) {
    thread = 0;
  }

  BLI_rng_seed(&rng_tab[thread], seed + hash[seed & 255]);
  seed = BLI_rng_get_uint(&rng_tab[thread]);
  BLI_rng_seed(&rng_tab[thread], seed + hash[seed & 255]);
  seed = BLI_rng_get_uint(&rng_tab[thread]);
  BLI_rng_seed(&rng_tab[thread], seed + hash[seed & 255]);
}

int BLI_thread_rand(int thread)
{
  return BLI_rng_get_int(&rng_tab[thread]);
}

float BLI_thread_frand(int thread)
{
  return BLI_rng_get_float(&rng_tab[thread]);
}

struct RNG_THREAD_ARRAY {
  RNG rng_tab[BLENDER_MAX_THREADS];
};

RNG_THREAD_ARRAY *BLI_rng_threaded_new()
{
  uint i;
  RNG_THREAD_ARRAY *rngarr = (RNG_THREAD_ARRAY *)MEM_mallocN(sizeof(RNG_THREAD_ARRAY),
                                                             "random_array");

  for (i = 0; i < BLENDER_MAX_THREADS; i++) {
    BLI_rng_srandom(&rngarr->rng_tab[i], uint(clock()));
  }

  return rngarr;
}

void BLI_rng_threaded_free(struct RNG_THREAD_ARRAY *rngarr)
{
  MEM_freeN(rngarr);
}

int BLI_rng_thread_rand(RNG_THREAD_ARRAY *rngarr, int thread)
{
  return BLI_rng_get_int(&rngarr->rng_tab[thread]);
}

/* ********* Low-discrepancy sequences ************** */

/* incremental halton sequence generator, from:
 * "Instant Radiosity", Keller A. */
BLI_INLINE double halton_ex(double invprimes, double *offset)
{
  double e = fabs((1.0 - *offset) - 1e-10);

  if (invprimes >= e) {
    double lasth;
    double h = invprimes;

    do {
      lasth = h;
      h *= invprimes;
    } while (h >= e);

    *offset += ((lasth + h) - 1.0);
  }
  else {
    *offset += invprimes;
  }

  return *offset;
}

void BLI_halton_1d(uint prime, double offset, int n, double *r)
{
  const double invprime = 1.0 / double(prime);

  *r = 0.0;

  for (int s = 0; s < n; s++) {
    *r = halton_ex(invprime, &offset);
  }
}

void BLI_halton_2d(const uint prime[2], double offset[2], int n, double *r)
{
  const double invprimes[2] = {1.0 / double(prime[0]), 1.0 / double(prime[1])};

  r[0] = r[1] = 0.0;

  for (int s = 0; s < n; s++) {
    for (int i = 0; i < 2; i++) {
      r[i] = halton_ex(invprimes[i], &offset[i]);
    }
  }
}

void BLI_halton_3d(const uint prime[3], double offset[3], int n, double *r)
{
  const double invprimes[3] = {
      1.0 / double(prime[0]), 1.0 / double(prime[1]), 1.0 / double(prime[2])};

  r[0] = r[1] = r[2] = 0.0;

  for (int s = 0; s < n; s++) {
    for (int i = 0; i < 3; i++) {
      r[i] = halton_ex(invprimes[i], &offset[i]);
    }
  }
}

void BLI_halton_2d_sequence(const uint prime[2], double offset[2], int n, double *r)
{
  const double invprimes[2] = {1.0 / double(prime[0]), 1.0 / double(prime[1])};

  for (int s = 0; s < n; s++) {
    for (int i = 0; i < 2; i++) {
      r[s * 2 + i] = halton_ex(invprimes[i], &offset[i]);
    }
  }
}

/* From "Sampling with Hammersley and Halton Points" TT Wong
 * Appendix: Source Code 1 */
BLI_INLINE double radical_inverse(uint n)
{
  double u = 0;

  /* This reverse the bit-wise representation
   * around the decimal point. */
  for (double p = 0.5; n; p *= 0.5, n >>= 1) {
    if (n & 1) {
      u += p;
    }
  }

  return u;
}

void BLI_hammersley_1d(uint n, double *r)
{
  *r = radical_inverse(n);
}

void BLI_hammersley_2d_sequence(uint n, double *r)
{
  for (uint s = 0; s < n; s++) {
    r[s * 2 + 0] = double(s + 0.5) / double(n);
    r[s * 2 + 1] = radical_inverse(s);
  }
}

namespace blender {

void RandomNumberGenerator::seed_random(uint32_t seed)
{
  this->seed(seed + hash[seed & 255]);
  seed = this->get_uint32();
  this->seed(seed + hash[seed & 255]);
  seed = this->get_uint32();
  this->seed(seed + hash[seed & 255]);
}

int RandomNumberGenerator::round_probabilistic(float x)
{
  /* Support for negative values can be added when necessary. */
  BLI_assert(x >= 0.0f);
  const float round_up_probability = fractf(x);
  const bool round_up = round_up_probability > this->get_float();
  return int(x) + int(round_up);
}

float2 RandomNumberGenerator::get_unit_float2()
{
  float a = float(M_PI * 2.0) * this->get_float();
  return {cosf(a), sinf(a)};
}

float3 RandomNumberGenerator::get_unit_float3()
{
  float z = (2.0f * this->get_float()) - 1.0f;
  float r = 1.0f - z * z;
  if (r > 0.0f) {
    float a = float(M_PI * 2.0) * this->get_float();
    r = sqrtf(r);
    float x = r * cosf(a);
    float y = r * sinf(a);
    return {x, y, z};
  }
  return {0.0f, 0.0f, 1.0f};
}

float2 RandomNumberGenerator::get_triangle_sample(float2 v1, float2 v2, float2 v3)
{
  float u = this->get_float();
  float v = this->get_float();

  if (u + v > 1.0f) {
    u = 1.0f - u;
    v = 1.0f - v;
  }

  float2 side_u = v2 - v1;
  float2 side_v = v3 - v1;

  float2 sample = v1;
  sample += side_u * u;
  sample += side_v * v;
  return sample;
}

float3 RandomNumberGenerator::get_triangle_sample_3d(float3 v1, float3 v2, float3 v3)
{
  float u = this->get_float();
  float v = this->get_float();

  if (u + v > 1.0f) {
    u = 1.0f - u;
    v = 1.0f - v;
  }

  float3 side_u = v2 - v1;
  float3 side_v = v3 - v1;

  float3 sample = v1;
  sample += side_u * u;
  sample += side_v * v;
  return sample;
}

void RandomNumberGenerator::get_bytes(MutableSpan<char> r_bytes)
{
  constexpr int64_t mask_bytes = 2;
  constexpr int64_t rand_stride = int64_t(sizeof(x_)) - mask_bytes;

  int64_t last_len = 0;
  int64_t trim_len = r_bytes.size();

  if (trim_len > rand_stride) {
    last_len = trim_len % rand_stride;
    trim_len = trim_len - last_len;
  }
  else {
    trim_len = 0;
    last_len = r_bytes.size();
  }

  const char *data_src = (const char *)&x_;
  int64_t i = 0;
  while (i != trim_len) {
    BLI_assert(i < trim_len);
#ifdef __BIG_ENDIAN__
    for (int64_t j = (rand_stride + mask_bytes) - 1; j != mask_bytes - 1; j--)
#else
    for (int64_t j = 0; j != rand_stride; j++)
#endif
    {
      r_bytes[i++] = data_src[j];
    }
    this->step();
  }
  if (last_len) {
    for (int64_t j = 0; j != last_len; j++) {
      r_bytes[i++] = data_src[j];
    }
  }
}

}  // namespace blender
