/* * interpolation.h - fast implementations of several interpolation-algorithms * * Copyright (c) 2004-2005 Tobias Doerffel * * 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 #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