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#ifndef __RANDOM_H__
#define __RANDOM_H__

#include <curand_kernel.h>

#include "physical_constants.h"

__device__ float uniform(curandState *s, const float &low, const float &high)
{
	return low + curand_uniform(s)*(high-low);
}

__device__ float3 uniform_sphere(curandState *s)
{
	float theta = uniform(s, 0.0f, 2*PI);
	float u = uniform(s, -1.0f, 1.0f);
	float c = sqrtf(1.0f-u*u);

	return make_float3(c*cosf(theta), c*sinf(theta), u);
}

extern "C"
{

__global__ void init_rng(int nthreads, curandState *s, unsigned long long seed, unsigned long long offset)
{
	int id = blockIdx.x*blockDim.x + threadIdx.x;

	if (id >= nthreads)
		return;

	curand_init(seed, id, offset, &s[id]);
}

__global__ void fill_uniform(int nthreads, curandState *s, float *a, float low, float high)
{
	int id = blockIdx.x*blockDim.x + threadIdx.x;

	if (id >= nthreads)
		return;

	a[id] = uniform(&s[id], low, high);

}

__global__ void fill_uniform_sphere(int nthreads, curandState *s, float3 *a)
{
	int id = blockIdx.x*blockDim.x + threadIdx.x;

	if (id >= nthreads)
		return;

	a[id] = uniform_sphere(&s[id]);
}

} // extern "c"

#endif