Files
lmms/include/interpolation.h
Javier Serrano Polo 474cb5f6cc updated FSF address
git-svn-id: https://lmms.svn.sf.net/svnroot/lmms/trunk/lmms@380 0778d3d1-df1d-0410-868b-ea421aaaa00d
2006-08-27 23:24:31 +00:00

95 lines
2.3 KiB
C

/*
* interpolation.h - fast implementations of several interpolation-algorithms
*
* Copyright (c) 2004-2005 Tobias Doerffel <tobydox/at/users.sourceforge.net>
*
* This file is part of Linux MultiMedia Studio - http://lmms.sourceforge.net
*
* 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 (see COPYING); if not, write to the
* Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301 USA.
*
*/
#ifndef _INTERPOLATION_H
#define _INTERPOLATION_H
#ifndef __USE_XOPEN
#define __USE_XOPEN
#endif
#include <math.h>
#include "lmms_constants.h"
inline float hermiteInterpolate( float x0, float x1, float x2, float x3,
float frac_pos )
{
const float frsq = frac_pos*frac_pos;
const float frsq2 = 2*frsq;
return( ( (x2-x0) *0.5f ) * ( frac_pos * (frsq+1) -frsq2 ) +
( frsq2*frac_pos - 3*frsq ) * ( x1-x2 ) +
frsq2 * (frac_pos-1) * ( ( x3-x1 ) * 0.25f ) + x1 );
/*
const float frsq = frac_pos*frac_pos;
//const float frsq2 = 2*frsq;
frac_pos *= 0.5;
const float frcu = frsq*frac_pos;
return (
(frcu - frsq + frac_pos) * ((x2 - x0)) +
(4*frcu - 3*frsq) * (x1 - x2)
//frsq*(2*frac_pos-3) * (x1 - x2)
+ (frcu - 0.5*frsq)*((x3 - x1))
+ x1
);
*/
}
inline float cubicInterpolate( float v0, float v1, float v2, float v3, float x )
{
float frsq = x*x;
float frcu = frsq*v0;
float t1 = v3 + 3*v1;
return( v1 + 0.5f * frcu + x * ( v2 - frcu * ( 1.0f/6.0f ) -
t1 * ( 1.0f/6.0f ) - v0 / 3.0f ) + frsq * x * ( t1 *
( 1.0f/6.0f ) - 0.5f * v2 ) + frsq * ( 0.5f * v2 - v1 ) );
}
inline float cosinusInterpolate( float v0, float v1, float x )
{
float f = cosf( x * ( F_PI_2 ) );
return( v0*f + v1*( 1.0f-f ) );
}
inline float linearInterpolate( float v0, float v1, float x )
{
return( v0*( 1.0f-x ) + v1*x );
}
#endif