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https://github.com/bsnes-emu/bsnes.git
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byuu says: Basically just a project rename, with s/bsnes/higan and the new icon from lowkee added in. It won't compile on Windows because I forgot to update the resource.rc file, and a path transform command isn't working on Windows. It was really just meant as a starting point, so that v091 WIPs can flow starting from .00 with the new name (it overshadows bsnes v091, so publicly speaking this "shouldn't exist" and will probably be deleted from Google Code when v092 is ready.)
60 lines
1.7 KiB
C++
Executable File
60 lines
1.7 KiB
C++
Executable File
#ifndef NALL_INTERPOLATION_HPP
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#define NALL_INTERPOLATION_HPP
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namespace nall {
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struct Interpolation {
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static inline double Nearest(double mu, double a, double b, double c, double d) {
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return (mu <= 0.5 ? b : c);
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}
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static inline double Sublinear(double mu, double a, double b, double c, double d) {
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mu = ((mu - 0.5) * 2.0) + 0.5;
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if(mu < 0) mu = 0;
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if(mu > 1) mu = 1;
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return b * (1.0 - mu) + c * mu;
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}
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static inline double Linear(double mu, double a, double b, double c, double d) {
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return b * (1.0 - mu) + c * mu;
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}
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static inline double Cosine(double mu, double a, double b, double c, double d) {
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mu = (1.0 - cos(mu * 3.14159265)) / 2.0;
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return b * (1.0 - mu) + c * mu;
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}
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static inline double Cubic(double mu, double a, double b, double c, double d) {
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double A = d - c - a + b;
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double B = a - b - A;
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double C = c - a;
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double D = b;
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return A * (mu * mu * mu) + B * (mu * mu) + C * mu + D;
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}
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static inline double Hermite(double mu1, double a, double b, double c, double d) {
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const double tension = 0.0; //-1 = low, 0 = normal, +1 = high
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const double bias = 0.0; //-1 = left, 0 = even, +1 = right
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double mu2, mu3, m0, m1, a0, a1, a2, a3;
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mu2 = mu1 * mu1;
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mu3 = mu2 * mu1;
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m0 = (b - a) * (1.0 + bias) * (1.0 - tension) / 2.0;
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m0 += (c - b) * (1.0 - bias) * (1.0 - tension) / 2.0;
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m1 = (c - b) * (1.0 + bias) * (1.0 - tension) / 2.0;
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m1 += (d - c) * (1.0 - bias) * (1.0 - tension) / 2.0;
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a0 = +2 * mu3 - 3 * mu2 + 1;
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a1 = mu3 - 2 * mu2 + mu1;
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a2 = mu3 - mu2;
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a3 = -2 * mu3 + 3 * mu2;
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return (a0 * b) + (a1 * m0) + (a2 * m1) + (a3 * c);
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}
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};
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}
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#endif
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