better hash for worley
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@ -60,7 +60,7 @@ typedef struct _VipsWorley {
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/* Use this to seed this call of our rng.
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*/
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int seed;
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guint32 seed;
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} VipsWorley;
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typedef struct _VipsWorleyClass {
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@ -112,12 +112,19 @@ typedef struct _Sequence {
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} Sequence;
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/* A very simple random number generator.
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/* A very simple random number generator. See:
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* http://isthe.com/chongo/tech/comp/fnv/#FNV-source
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*/
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static int
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vips_worley_random( int previous )
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static guint32
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vips_worley_random( guint32 seed )
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{
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return( ((guint64) 1103515245 * previous + 12345) & 0xffffff );
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return( 1103515245u * seed + 12345 );
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}
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static guint32
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vips_worley_seed_add( guint32 seed, int value )
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{
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return( ((2166136261u ^ seed) * 16777619u) ^ value );
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}
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/* Generate a 3 x 3 grid of cells around a point.
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@ -132,7 +139,8 @@ vips_worley_create_cells( VipsWorley *worley,
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for( x = 0; x < 3; x++ ) {
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Cell *cell = &cells[x + y * 3];
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int seed;
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guint32 seed;
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int value;
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int j;
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/* Can go <0 and >width for edges.
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@ -146,18 +154,20 @@ vips_worley_create_cells( VipsWorley *worley,
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* around so that our output will tesselate.
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*/
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if( cell->cell_x >= worley->cells_across )
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seed ^= 0;
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value = 0;
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else if( cell->cell_x < 0 )
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seed ^= worley->cells_across - 1;
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value = worley->cells_across - 1;
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else
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seed ^= cell->cell_x;
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value = cell->cell_x;
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seed = vips_worley_seed_add( seed, value );
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if( cell->cell_y >= worley->cells_down )
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seed ^= 0;
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value = 0;
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else if( cell->cell_y < 0 )
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seed ^= worley->cells_down - 1;
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value = worley->cells_down - 1;
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else
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seed ^= cell->cell_y;
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value = cell->cell_y;
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seed = vips_worley_seed_add( seed, value );
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/* [1, MAX_FEATURES)
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*/
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@ -286,7 +296,7 @@ vips_worley_build( VipsObject *object )
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worley->cells_down = ROUND_UP( worley->height, worley->cell_size ) /
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worley->cell_size;
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worley->seed = g_random_double() * 0xffffff;
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worley->seed = g_random_double() * 0xffffffffu;
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vips_image_init_fields( create->out,
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worley->width, worley->height, 1,
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