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Diffstat (limited to 'source/blender/blenlib/intern/math_interp.c')
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diff --git a/source/blender/blenlib/intern/math_interp.c b/source/blender/blenlib/intern/math_interp.c
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+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2012 by Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Sergey Sharybin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ *
+ */
+
+#include <math.h>
+
+#include "BLI_math.h"
+
+/**************************************************************************
+ * INTERPOLATIONS
+ *
+ * Reference and docs:
+ * http://wiki.blender.org/index.php/User:Damiles#Interpolations_Algorithms
+ ***************************************************************************/
+
+/* BICUBIC Interpolation functions
+ * More info: http://wiki.blender.org/index.php/User:Damiles#Bicubic_pixel_interpolation
+ * function assumes out to be zero'ed, only does RGBA */
+
+static float P(float k)
+{
+ float p1, p2, p3, p4;
+ p1 = MAX2(k + 2.0f, 0);
+ p2 = MAX2(k + 1.0f, 0);
+ p3 = MAX2(k, 0);
+ p4 = MAX2(k - 1.0f, 0);
+ return (float)(1.0f / 6.0f) * (p1 * p1 * p1 - 4.0f * p2 * p2 * p2 + 6.0f * p3 * p3 * p3 - 4.0f * p4 * p4 * p4);
+}
+
+
+#if 0
+/* older, slower function, works the same as above */
+static float P(float k)
+{
+ return (float)(1.0f / 6.0f) * (pow(MAX2(k + 2.0f, 0), 3.0f) - 4.0f * pow(MAX2(k + 1.0f, 0), 3.0f) + 6.0f * pow(MAX2(k, 0), 3.0f) - 4.0f * pow(MAX2(k - 1.0f, 0), 3.0f));
+}
+#endif
+
+/* BICUBIC INTERPOLATION */
+void BLI_bicubic_interpolation(const float *buffer, float *output, int width, int height, int components, float u, float v)
+{
+ int i, j, n, m, x1, y1;
+ float a, b, w, wx, wy[4], out[4];
+ const float *data;
+
+ /* sample area entirely outside image? */
+ if (ceil(u) < 0 || floor(u) > width - 1 || ceil(v) < 0 || floor(v) > height - 1) {
+ return;
+ }
+
+ i = (int)floor(u);
+ j = (int)floor(v);
+ a = u - i;
+ b = v - j;
+
+ zero_v4(out);
+
+/* Optimized and not so easy to read */
+
+ /* avoid calling multiple times */
+ wy[0] = P(b - (-1));
+ wy[1] = P(b - 0);
+ wy[2] = P(b - 1);
+ wy[3] = P(b - 2);
+
+ for (n = -1; n <= 2; n++) {
+ x1 = i + n;
+ CLAMP(x1, 0, width - 1);
+ wx = P(n - a);
+ for (m = -1; m <= 2; m++) {
+ y1 = j + m;
+ CLAMP(y1, 0, height - 1);
+ /* normally we could do this */
+ /* w = P(n-a) * P(b-m); */
+ /* except that would call P() 16 times per pixel therefor pow() 64 times, better precalc these */
+ w = wx * wy[m + 1];
+
+ data = buffer + width * y1 * 4 + 4 * x1;
+
+ if (components == 1) {
+ out[0] += data[0] * w;
+ }
+ else if (components == 2) {
+ out[0] += data[0] * w;
+ out[1] += data[1] * w;
+ }
+ else if (components == 3) {
+ out[0] += data[0] * w;
+ out[1] += data[1] * w;
+ out[2] += data[2] * w;
+ }
+ else {
+ out[0] += data[0] * w;
+ out[1] += data[1] * w;
+ out[2] += data[2] * w;
+ out[3] += data[3] * w;
+ }
+ }
+ }
+
+/* Done with optimized part */
+
+#if 0
+ /* older, slower function, works the same as above */
+ for (n = -1; n <= 2; n++) {
+ for (m = -1; m <= 2; m++) {
+ x1 = i + n;
+ y1 = j + m;
+ if (x1 > 0 && x1 < width && y1 > 0 && y1 < height) {
+ data = in->rect_float + width * y1 * 4 + 4 * x1;
+
+ if (components == 1) {
+ out[0] += data[0] * P(n - a) * P(b - m);
+ }
+ else if (components == 2) {
+ out[0] += data[0] * P(n - a) * P(b - m);
+ out[1] += data[1] * P(n - a) * P(b - m);
+ }
+ else if (components == 3) {
+ out[0] += data[0] * P(n - a) * P(b - m);
+ out[1] += data[1] * P(n - a) * P(b - m);
+ out[2] += data[2] * P(n - a) * P(b - m);
+ }
+ else {
+ out[0] += data[0] * P(n - a) * P(b - m);
+ out[1] += data[1] * P(n - a) * P(b - m);
+ out[2] += data[2] * P(n - a) * P(b - m);
+ out[3] += data[3] * P(n - a) * P(b - m);
+ }
+ }
+ }
+ }
+#endif
+
+ if (components == 1) {
+ output[0] = out[0];
+ }
+ else if (components == 2) {
+ output[0] = out[0];
+ output[1] = out[1];
+ }
+ else if (components == 3) {
+ output[0] = out[0];
+ output[1] = out[1];
+ output[2] = out[2];
+ }
+ else {
+ output[0] = out[0];
+ output[1] = out[1];
+ output[2] = out[2];
+ output[3] = out[3];
+ }
+}
+
+/* BILINEAR INTERPOLATION */
+void BLI_bilinear_interpolation(const float *buffer, float *output, int width, int height, int components, float u, float v)
+{
+ const float *row1, *row2, *row3, *row4;
+ float a, b;
+ float a_b, ma_b, a_mb, ma_mb;
+ float empty[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ int y1, y2, x1, x2;
+
+ /* ImBuf in must have a valid rect or rect_float, assume this is already checked */
+
+ x1 = (int)floor(u);
+ x2 = (int)ceil(u);
+ y1 = (int)floor(v);
+ y2 = (int)ceil(v);
+
+ /* sample area entirely outside image? */
+ if (x2 < 0 || x1 > width - 1 || y2 < 0 || y1 > height - 1) {
+ return;
+ }
+
+ /* sample including outside of edges of image */
+ if (x1 < 0 || y1 < 0) row1 = empty;
+ else row1 = buffer + width * y1 * 4 + 4 * x1;
+
+ if (x1 < 0 || y2 > height - 1) row2 = empty;
+ else row2 = buffer + width * y2 * 4 + 4 * x1;
+
+ if (x2 > width - 1 || y1 < 0) row3 = empty;
+ else row3 = buffer + width * y1 * 4 + 4 * x2;
+
+ if (x2 > width - 1 || y2 > height - 1) row4 = empty;
+ else row4 = buffer + width * y2 * 4 + 4 * x2;
+
+ a = u - floorf(u);
+ b = v - floorf(v);
+ a_b = a * b; ma_b = (1.0f - a) * b; a_mb = a * (1.0f - b); ma_mb = (1.0f - a) * (1.0f - b);
+
+ if (components == 1) {
+ output[0] = ma_mb * row1[0] + a_mb * row3[0] + ma_b * row2[0] + a_b * row4[0];
+ }
+ else if (components == 2) {
+ output[0] = ma_mb * row1[0] + a_mb * row3[0] + ma_b * row2[0] + a_b * row4[0];
+ output[1] = ma_mb * row1[1] + a_mb * row3[1] + ma_b * row2[1] + a_b * row4[1];
+ }
+ else if (components == 3) {
+ output[0] = ma_mb * row1[0] + a_mb * row3[0] + ma_b * row2[0] + a_b * row4[0];
+ output[1] = ma_mb * row1[1] + a_mb * row3[1] + ma_b * row2[1] + a_b * row4[1];
+ output[2] = ma_mb * row1[2] + a_mb * row3[2] + ma_b * row2[2] + a_b * row4[2];
+ }
+ else {
+ output[0] = ma_mb * row1[0] + a_mb * row3[0] + ma_b * row2[0] + a_b * row4[0];
+ output[1] = ma_mb * row1[1] + a_mb * row3[1] + ma_b * row2[1] + a_b * row4[1];
+ output[2] = ma_mb * row1[2] + a_mb * row3[2] + ma_b * row2[2] + a_b * row4[2];
+ output[3] = ma_mb * row1[3] + a_mb * row3[3] + ma_b * row2[3] + a_b * row4[3];
+ }
+}