/****************************************************************************
*                image.c
*					  
*  This module implements the mapped textures including image map, bump map
*  and material map. 
*
*  from Persistence of Vision Raytracer
*  Copyright 1993 Persistence of Vision Team
*---------------------------------------------------------------------------
*  NOTICE: This source code file is provided so that users may experiment
*  with enhancements to POV-Ray and to port the software to platforms other 
*  than those supported by the POV-Ray Team.  There are strict rules under
*  which you are permitted to use this file.  The rules are in the file
*  named POVLEGAL.DOC which should be distributed with this file. If 
*  POVLEGAL.DOC is not available or for more info please contact the POV-Ray
*  Team Coordinator by leaving a message in CompuServe's Graphics Developer's
*  Forum.  The latest version of POV-Ray may be found there as well.
*
* This program is based on the popular DKB raytracer version 2.12.
* DKBTrace was originally written by David K. Buck.
* DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
*
*****************************************************************************/

#include "frame.h"
#include "vector.h"
#include "povproto.h"
#include "texture.h"

static int cylindrical_image_map PARAMS((DBL x, DBL y, DBL z, IMAGE *Image, DBL *u, DBL *v));
static int torus_image_map PARAMS((DBL x, DBL y, DBL z, IMAGE *Image, DBL *u, DBL *v));
static int spherical_image_map PARAMS((DBL x, DBL y, DBL z, IMAGE *Image, DBL *u, DBL *v));
static int planar_image_map PARAMS((DBL x, DBL y, DBL z, IMAGE *Image, DBL *u, DBL *v));
static void no_interpolation PARAMS((IMAGE *Image,DBL xcoor,DBL ycoor,COLOUR *colour,int *index));
static DBL bilinear PARAMS((DBL *corners,DBL x,DBL y));
static DBL norm_dist PARAMS((DBL *corners,DBL x,DBL y));
static void Interp PARAMS((IMAGE *Image,DBL xcoor,DBL ycoor,COLOUR *colour,int *index));
static void image_colour_at PARAMS((IMAGE *Image,DBL xcoor,DBL ycoor,COLOUR *colour,int *index));

/*
   2-D to 3-D Procedural Texture Mapping of a Bitmapped Image onto an Object:
           
A. Simplistic (planar) method of image projection devised by DKB and AAC:

   1. Transform texture in 3-D space if requested.
   2. Determine local object 2-d coords from 3-d coords by <X Y Z> triple.
   3. Return pixel color value at that position on the 2-d plane of "Image".
   3. Map colour value in Image [0..255] to a more normal colour range [0..1].

B. Specialized shape projection variations by Alexander Enzmann:

   1. Cylindrical mapping
   2. Spherical mapping
   3. Torus mapping
*/

void image_map (x, y, z, Pigment, colour)
DBL x, y, z;
PIGMENT *Pigment;
COLOUR *colour;
  {
  /* determine local object 2-d coords from 3-d coords */
  /* "unwrap" object 2-d coord onto flat 2-d plane */
  /* return pixel color value at that posn on 2-d plane */

  DBL xcoor = 0.0, ycoor = 0.0	;
  int reg_number;

  if(map (x, y, z, ((TPATTERN *)Pigment), Pigment->Image,&xcoor, &ycoor))
    {
    Make_ColourA (colour,1.0,1.0,1.0,1.0);
    return;
    }
  image_colour_at(Pigment->Image,xcoor, ycoor, colour, &reg_number);
  }

/* Very different stuff than the other routines here. This routine takes  */
/* an intersection point and a texture and returns a new texture based on */
/* the index/color of that point in an image/materials map. CdW 7/91      */

TEXTURE *material_map(IPoint,Texture)
VECTOR *IPoint;
MATERIAL *Texture;
  {
  register DBL x, y, z;
  DBL xcoor = 0.0, ycoor = 0.0;
  int reg_number = 0;
  COLOUR colour;
  int Material_Number=0;
  TEXTURE *Temp_Tex;
  int numtex;
  VECTOR TPoint;
  TPATTERN TPattern;

  INIT_TPATTERN_FIELDS((&TPattern),0);
  Make_ColourA(&colour,0.0,0.0,0.0,0.0);

  if (Texture->Trans != NULL) 
    MInvTransPoint (&TPoint, IPoint, Texture->Trans);
  else 
    TPoint = *IPoint;

  x = TPoint.x;
  y = TPoint.y;
  z = TPoint.z;

  /* now we have transformed x, y, z we use image mapping routine */
  /* to determine texture index */
  if(map (x, y, z, &TPattern, Texture->Image,&xcoor, &ycoor))
    Material_Number=0;
    else{
    image_colour_at(Texture->Image,xcoor, ycoor, &colour, &reg_number);

    if (Texture->Image->Colour_Map == NULL) 
      Material_Number = (int)colour.Red*255;
    else 
      Material_Number = reg_number;
    } 

  if(Material_Number > Texture->Num_Of_Mats)
    Material_Number %= Texture->Num_Of_Mats;
  for(numtex=0, Temp_Tex = Texture->Materials;
  (Temp_Tex->Next_Material != NULL) && (numtex<Material_Number); 
  Temp_Tex = Temp_Tex->Next_Material, numtex++)
    ; /* do nothing */

  return(Temp_Tex);  
  }

TEXTURE *tiles_texture(IPoint,Texture)
VECTOR *IPoint;
TILES *Texture;
  {
  int Block;
  VECTOR TPoint;

  if (Texture->Trans != NULL) 
    MInvTransPoint (&TPoint, IPoint, Texture->Trans);
  else 
    TPoint = *IPoint;

  Block = (int)(FLOOR(TPoint.x+Small_Tolerance)
    +FLOOR(TPoint.y+Small_Tolerance)
    +FLOOR(TPoint.z+Small_Tolerance));

  if (Block & 1)
    return(Texture->Tile1);
  else
    return(Texture->Tile2);

  } 


void bump_map (x, y, z, Tnormal, normal)
DBL x, y, z;
TNORMAL *Tnormal;
VECTOR *normal;
  {
  DBL xcoor = 0.0, ycoor = 0.0;
  int index,index2,index3;
  COLOUR colour, colour2, colour3;
  VECTOR p1,p2,p3;
  VECTOR bump_normal;
  VECTOR xprime, yprime, zprime, Temp;
  DBL Length;
  DBL Amount = Tnormal->Amount;
  IMAGE *Image = Tnormal->Image;
  Make_ColourA (&colour,0.0,0.0,0.0,0.0);
  Make_ColourA (&colour2,0.0,0.0,0.0,0.0);
  Make_ColourA (&colour3,0.0,0.0,0.0,0.0);

  /* going to have to change this */
  /* need to know if bump point is off of image for all 3 points */

  if(map (x, y, z, (TPATTERN *)Tnormal, Image,&xcoor, &ycoor))
    return;
  else
    image_colour_at(Image,xcoor, ycoor, &colour, &index);

  xcoor--;
  ycoor++;
  if (xcoor < 0.0)
    xcoor += (DBL)Image->iwidth;
  else if (xcoor >= Image->iwidth)
    xcoor -= (DBL)Image->iwidth;
  if (ycoor < 0.0)
    ycoor += (DBL)Image->iheight;
  else if (ycoor >=(DBL) Image->iheight)
    ycoor -= (DBL)Image->iheight;
  image_colour_at(Image,xcoor, ycoor, &colour2, &index2);

  xcoor +=2.0;
  if (xcoor < 0.0)
    xcoor += (DBL)Image->iwidth;
  else if (xcoor >= Image->iwidth)
    xcoor -= (DBL)Image->iwidth;

  image_colour_at(Image,xcoor, ycoor, &colour3, &index3);

  if (Options & DEBUGGING)
    printf ("Bump Map %g %g %g xcoor %g ycoor %g\n", x, y, z, xcoor, ycoor);

  if (Image->Colour_Map == NULL || 
    Image->Use_Colour_Flag ) 
    {
    p1.x = 0; 
    p1.y =
    Amount*(0.229*colour.Red+0.587*colour.Green+0.114*colour.Blue);
    p1.z = 0;
    p2.x = 0; 
    p2.y =
    Amount*(0.229*colour2.Red+0.587*colour2.Green+0.114*colour2.Blue);
    p2.z = 1;
    p3.x = 1; 
    p3.y =
    Amount*(0.229*colour3.Red+0.587*colour3.Green+0.114*colour3.Blue);
    p3.z = 1;
    }
  else 
    {
    p1.x = 0; 
    p1.y = Amount * index;
    p1.z = 0;
    p2.x = 0; 
    p2.y = Amount * index2;
    p2.z = 1;
    p3.x = 1; 
    p3.y = Amount * index3;
    p3.z = 1;
    }
  /* we have points 1,2,3 for a triangle now we need the surface normal for it
*/  
  VSub (xprime, p1, p2);
  VSub (yprime, p3, p2);
  VCross (bump_normal, yprime, xprime);
  VNormalize(bump_normal, bump_normal);

    Make_Vector(&yprime,normal->x,normal->y,normal->z);
  Make_Vector(&Temp,0.0,1.0,0.0);
  VCross (xprime,yprime,Temp);
  VLength(Length,xprime);
  if(Length < 1.0e-9)
    {
    if(fabs(normal->y - 1.0)<Small_Tolerance)
      {
      Make_Vector(&yprime,0.0,1.0,0.0);
      Make_Vector(&xprime,1.0,0.0,0.0);
      Length = 1.0;
      }
    else
      {
      Make_Vector(&yprime,0.0,-1.0,0.0);
      Make_Vector(&xprime,1.0,0.0,0.0);
      Length = 1.0;
      }
    }
  VScale(xprime,xprime,1.0/Length);
  VCross (zprime,xprime,yprime);
  VNormalize(zprime,zprime);
  VScale(xprime,xprime,bump_normal.x);
  VScale(yprime,yprime,bump_normal.y);
  VScale(zprime,zprime,bump_normal.z);
  VAdd(Temp,xprime,yprime);
  VAdd(*normal,Temp,zprime);
  VNormalize(*normal,*normal);

  return;
  }


static void image_colour_at(Image, xcoor, ycoor, colour, index)
IMAGE *Image;     
DBL xcoor, ycoor;
COLOUR *colour;
int *index;
  {  

  switch(Image->Interpolation_Type)
  {
  case NO_INTERPOLATION:
    no_interpolation(Image,xcoor,ycoor,colour,index);
    break;
  default: 
    Interp(Image,xcoor, ycoor, colour, index);
    break;
  }   
  }



/* Map a point (x, y, z) on a cylinder of radius 1, height 1, that has its
   axis of symmetry along the y-axis to the square [0,1]x[0,1]. */
static int cylindrical_image_map (x, y, z, Image, u, v)
DBL x, y, z;
IMAGE *Image;
DBL *u, *v;
  {
  DBL len, theta;

  if ((Image->Once_Flag) && ((y < 0.0) || (y > 1.0)))
    return 0;
  *v = fmod (y * Image->height, Image->height);

  /* Make sure this vector is on the unit sphere. */
  len = sqrt(x*x + y*y + z*z);
  if (len == 0.0)
    return 0;
  else 
    {
    x /= len;
    z /= len;
    }   
  /* Determine its angle from the point (1, 0, 0) in the x-z plane. */
    len = sqrt(x*x + z*z);
  if (len == 0.0)
    return 0;
  else 
    {
    if (z == 0.0)
      if (x > 0)
        theta = 0.0;
      else
        theta = M_PI;
    else 
      {
      theta = acos(x / len);
      if (z < 0.0) theta = 2.0 * M_PI - theta;
      }
    theta /= 2.0 * M_PI; /* This will be from 0 to 1 */
    }
  *u = (theta * Image->width);
  return 1;
  }

/* Map a point (x, y, z) on a torus  to a 2-d image. */
static int torus_image_map (x, y, z, Image, u, v)
DBL x, y, z;
IMAGE *Image;
DBL *u, *v;
  {
  DBL len, phi, theta;
  DBL r0;

  r0 = Image->Gradient.x;

  /* Determine its angle from the x-axis. */
  len = sqrt(x*x + z*z);
  if (len == 0.0)
    return 0;
  else 
    {
    if (z == 0.0)
      if (x > 0)
        theta = 0.0;
      else
        theta = M_PI;
    else 
      {
      theta = acos(x / len);
      if (z < 0.0) theta = 2.0 * M_PI - theta;
      }
    }
  theta = 0.0 - theta;

  /* Now rotate about the y-axis to get the point (x, y, z) into the x-y plane. */
  x = len - r0;
  len = sqrt(x * x + y * y);
  phi = acos(-x / len);
  if (y > 0.0) phi = 2.0 * M_PI - phi;

  /* Determine the parametric coordinates. */
  theta /= 2.0 * M_PI;
  phi /= 2.0 * M_PI;
  *u = (-theta * Image->width);
  *v = (phi * Image->height);
  return 1;
  }

/* Map a point (x, y, z) on a sphere of radius 1 to a 2-d image. (Or is it the
   other way around?) */
static int spherical_image_map (x, y, z, Image, u, v)
DBL x, y, z;
IMAGE *Image;
DBL *u, *v;
  {
  DBL len, phi, theta;

  /* Make sure this vector is on the unit sphere. */
  len = sqrt(x*x + y*y + z*z);
  if (len == 0.0)
    return 0;
  else 
    {
    x /= len;
    y /= len;
    z /= len;
    }
  /* Determine its angle from the x-z plane. */
    phi = 0.5 + asin(y) / M_PI; /* This will be from 0 to 1 */

  /* Determine its angle from the point (1, 0, 0) in the x-z plane. */
  len = sqrt(x*x + z*z);
  if (len == 0.0) 
    {
    /* This point is at one of the poles. Any value of xcoord will be ok...*/
    theta = 0;
    }
  else 
    {
    if (z == 0.0)
      if (x > 0)
        theta = 0.0;
      else
        theta = M_PI;
    else 
      {
      theta = acos(x / len);
      if (z < 0.0) theta = 2.0 * M_PI - theta;
      }
    theta /= 2.0 * M_PI; /* This will be from 0 to 1 */
    }
  *u = (theta * Image->width);
  *v = (phi * Image->height);
  return 1;
  }

/*
   2-D to 3-D Procedural Texture Mapping of a Bitmapped Image onto an Object:
	   
   Simplistic planar method of object image projection devised by DKB and AAC.

   1. Transform texture in 3-D space if requested.
   2. Determine local object 2-d coords from 3-d coords by <X Y Z> triple.
   3. Return pixel color value at that position on the 2-d plane of "Image".
   3. Map colour value in Image [0..255] to a more normal colour range [0..1].
*/

/* Return 0 if there is no color at this point (i.e. invisible), return 1
   if a good mapping is found. */
static int planar_image_map(x, y, z, Image, u, v)
DBL x, y, z;
IMAGE *Image;
DBL *u, *v;
  {  
  if (Image -> Gradient.x != 0.0) 
    {
    if ((Image->Once_Flag) &&
      ((x < 0.0) || (x > 1.0)))
      return 0;
    if (Image -> Gradient.x > 0)
      *u = fmod (x * Image->width, Image->width);
    else
      *v = fmod (x * Image->height, Image->height);
    }
  if (Image -> Gradient.y != 0.0) 
    {
    if ((Image->Once_Flag) &&
      ((y < 0.0) || (y > 1.0)))
      return 0;
    if (Image -> Gradient.y > 0)
      *u = fmod (y * Image->width, Image->width);
    else
      *v = fmod (y * Image->height, Image->height);
    }
  if (Image -> Gradient.z != 0.0) 
    {
    if ((Image->Once_Flag) &&
      ((z < 0.0) || (z > 1.0)))
      return 0;
    if (Image -> Gradient.z > 0)
      *u = fmod (z * Image->width, Image->width);
    else
      *v = fmod (z * Image->height, Image->height);
    }
  return 1;
  }
/* Map returns 1 if no color found (invisible) or 0 if color found */ 
int map (x, y, z, TPattern, Image, xcoor, ycoor)
DBL x, y, z;
TPATTERN *TPattern;
IMAGE *Image;
DBL *xcoor, *ycoor;
  {
  /* determine local object 2-d coords from 3-d coords */
  /* "unwrap" object 2-d coord onto flat 2-d plane */
  /* return pixel color value at that posn on 2-d plane */

  /* This causes problems so let's do without it for this release
   if (TPattern->Turbulence != 0.0)
     {
      DTurbulence (&TextureTurbulence, x, y, z,TPattern->Octaves);
      x += TextureTurbulence.x * TPattern->Turbulence;
      y += TextureTurbulence.y * TPattern->Turbulence;
      z += TextureTurbulence.z * TPattern->Turbulence;
     }
   */

  /* Now determine which mapper to use. */
  switch (Image->Map_Type) 
  {
  case PLANAR_MAP:
    if (!planar_image_map(x, y, z, Image, xcoor, ycoor)) 
      return(1);
    break;
  case SPHERICAL_MAP:
    if (!spherical_image_map(x, y, z,Image, xcoor, ycoor)) 
      return(1);
    break;
  case CYLINDRICAL_MAP:
    if (!cylindrical_image_map(x, y, z,Image, xcoor, ycoor)) 
      return(1);
    break;
  case TORUS_MAP:
    if (!torus_image_map(x, y, z,Image, xcoor, ycoor)) 
      return(1);
    break;
  default:
    if (!planar_image_map(x, y, z,Image, xcoor, ycoor)) 
      return(1);
    break;
  }

  /* Now make sure the point is on the image */
  *ycoor += Small_Tolerance;
  *xcoor += Small_Tolerance;
  /* Compensate for y coordinates on the images being upsidedown */
  *ycoor = (DBL)Image->iheight - *ycoor;

  if (*xcoor < 0.0)
    *xcoor +=(DBL) Image->iwidth;
  else if (*xcoor >=(DBL)Image->iwidth)
    *xcoor -= (DBL)Image->iwidth;

  if (*ycoor < 0.0)
    *ycoor += (DBL)Image->iheight;
  else if (*ycoor >= (DBL)Image->iheight)
    *ycoor -= (DBL)Image->iheight;

  if (Options & DEBUGGING)
    printf ("\nmap %g %g %g xcoor %g ycoor %g ih %d iw %d\n", x, y, z, *xcoor, *ycoor,Image->iheight,Image->iwidth);

  if ((*xcoor >= (DBL)Image->iwidth) ||
    (*ycoor >= (DBL)Image->iheight) ||
    (*xcoor < 0.0) || (*ycoor < 0.0)) 
    {
    printf ("\nPicture index out of range\n");
    close_all();
    exit (1);
    }
  return(0);    
  }

static void no_interpolation(Image, xcoor, ycoor, colour, index)
IMAGE *Image;     
DBL xcoor, ycoor;
COLOUR *colour;
int *index;
  {  
  struct Image_Line *line;
  int iycoor, ixcoor;
  IMAGE_COLOUR *map_colour;

  if (xcoor < 0.0)
    xcoor += (DBL)Image->iwidth;
  else if (xcoor >= (DBL)Image->iwidth)
    xcoor -= (DBL)Image->iwidth;
  if (ycoor < 0.0)
    ycoor += (DBL)Image->iheight;
  else if (ycoor >=(DBL) Image->iheight)
    ycoor -= (DBL) Image->iheight;

  iycoor=(int)ycoor;
  ixcoor=(int)xcoor;
  if (Image->Colour_Map == NULL) 
    {
    line = &Image->data.rgb_lines[iycoor];
    colour -> Red += (DBL) line->red[ixcoor]/255.0;
    colour -> Green += (DBL) line->green[ixcoor]/255.0;
    colour -> Blue += (DBL) line->blue[ixcoor]/255.0;
    *index = -1;
    } 
  else 
    {   
    *index = Image->data.map_lines[iycoor][ixcoor];
    map_colour = &Image->Colour_Map[*index];
    /*printf ("icat index %d xc %d yc %d  CLR %d %d %d %d\n",*index,ixcoor,iycoor, 
    map_colour->Red,map_colour->Green,map_colour->Blue,map_colour->Filter ); */
    colour -> Red   += (DBL) map_colour->Red/255.0;
    colour -> Green += (DBL) map_colour->Green/255.0;
    colour -> Blue  += (DBL) map_colour->Blue/255.0;
    colour -> Filter += (DBL) map_colour->Filter/255.0;
    }

    if (Options & DEBUGGING)
      printf ("\n no_interpolation index %d xc %d yc %d \n",*index,ixcoor,iycoor);
  }

/* Interpolate color and filter values when mapping */

static void Interp(Image, xcoor, ycoor, colour, index)
IMAGE *Image;     
DBL xcoor, ycoor;
COLOUR *colour;
int *index;
  {  
  int iycoor, ixcoor,i;
  int Corners_Index[4];
  DBL Index_Crn[4];
  COLOUR Corner_Colour[4];
  DBL Red_Crn[4];
  DBL Green_Crn[4];
  DBL Blue_Crn[4];
  DBL Filter_Crn[4];
  DBL val1, val2, val3,val4;

  iycoor=(int)ycoor;
  ixcoor=(int)xcoor;
  for(i=0;i<4;i++)
    {
    Make_Colour(&Corner_Colour[i],0.0,0.0,0.0);
    Corner_Colour[i].Filter=0.0; 
    }
  /* OK, now that you have the corners, what are you going to do with them? */
  if(Image->Interpolation_Type==BILINEAR)
    {
    no_interpolation(Image,(DBL)ixcoor+1,(DBL)iycoor,&Corner_Colour[0],&Corners_Index[0]);
    no_interpolation(Image,(DBL)ixcoor,(DBL)iycoor,&Corner_Colour[1],&Corners_Index[1]);
    no_interpolation(Image,(DBL)ixcoor+1,(DBL)iycoor-1,&Corner_Colour[2],&Corners_Index[2]);
    no_interpolation(Image,(DBL)ixcoor,(DBL)iycoor-1,&Corner_Colour[3],&Corners_Index[3]);
    for(i=0;i<4;i++)
      {
      Red_Crn[i] = Corner_Colour[i].Red;
      Green_Crn[i] = Corner_Colour[i].Green;
      Blue_Crn[i] = Corner_Colour[i].Blue;
      Filter_Crn[i] = Corner_Colour[i].Filter;
      /* printf("Crn %d = %lf %lf %lf\n",i,Red_Crn[i],Blue_Crn[i],Green_Crn[i]); */
      }

    val1 = bilinear(Red_Crn,xcoor,ycoor);
    val2 = bilinear(Green_Crn,xcoor,ycoor);
    val3 = bilinear(Blue_Crn,xcoor,ycoor);
    val4 = bilinear(Filter_Crn,xcoor,ycoor);
    }
  if(Image->Interpolation_Type==NORMALIZED_DIST)
    {
    no_interpolation(Image,(DBL)ixcoor,(DBL)iycoor-1,&Corner_Colour[0],&Corners_Index[0]);
    no_interpolation(Image,(DBL)ixcoor+1,(DBL)iycoor-1,&Corner_Colour[1],&Corners_Index[1]);
    no_interpolation(Image,(DBL)ixcoor,(DBL)iycoor,&Corner_Colour[2],&Corners_Index[2]);
    no_interpolation(Image,(DBL)ixcoor+1,(DBL)iycoor,&Corner_Colour[3],&Corners_Index[3]);
    for(i=0;i<4;i++)
      {
      Red_Crn[i] = Corner_Colour[i].Red;
      Green_Crn[i] = Corner_Colour[i].Green;
      Blue_Crn[i] = Corner_Colour[i].Blue;
      Filter_Crn[i] = Corner_Colour[i].Filter;
      /* printf("Crn %d = %lf %lf %lf\n",i,Red_Crn[i],Blue_Crn[i],Green_Crn[i]); */
      }

    val1 = norm_dist(Red_Crn,xcoor,ycoor);
    val2 = norm_dist(Green_Crn,xcoor,ycoor);
    val3 = norm_dist(Blue_Crn,xcoor,ycoor);
    val4 = norm_dist(Filter_Crn,xcoor,ycoor);
    }

  colour->Red   += val1;
  colour->Green += val2;
  colour->Blue  += val3;
  colour->Filter += val4;
  /* printf("Final = %lf %lf %lf\n",val1,val2,val3);  */
  /* use bilinear for index try average later */
  for(i=0;i<4;i++)
    Index_Crn[i] = (DBL) Corners_Index[i];
  if(Image->Interpolation_Type==BILINEAR)
    {
    *index = (int)(bilinear(Index_Crn,xcoor,ycoor)+0.5);
    }
  if(Image->Interpolation_Type==NORMALIZED_DIST)
    {
    *index = (int)(norm_dist(Index_Crn,xcoor,ycoor)+0.5);
    }
  }

/* These interpolation techniques are taken from an article by */
/* Girish T. Hagan in the C Programmer's Journal V 9 No. 8 */
/* They were adapted for POV-Ray by CdW */

static DBL bilinear (corners, x,y)
DBL *corners, x,y;   
  {
  DBL p,q;
  DBL val = 0.0;

  p = x - (int) x;
  q = y - (int) y;
  if ((p==0.0) && (q==0.0))
    return(*corners); /* upper left */

  val = (p*q* *corners) + (q*(1-p)* *(corners+1)) + 
  (p*(1-q)* *(corners+2)) + ((1-p)*(1-q)* *(corners+3));
  return(val);
  }  


#define MAX_PTS 4
#define PYTHAGOREAN_SQ(a,b)  ( (a)*(a) + (b)*(b) )

static DBL norm_dist(corners,x,y)
DBL *corners,x,y;
  {
  register int i;

  DBL p,q;
  DBL wts[MAX_PTS];
  DBL sum_inv_wts = 0.0;
  DBL sum_I  = 0.0;

  p = x - (int) x;
  q = y - (int) y;

  if( (p==0.0) && (q==0.0) )
    return(*corners); /* upper left */

  wts[0] = PYTHAGOREAN_SQ(p,q);
  wts[1] = PYTHAGOREAN_SQ(1-p,q);
  wts[2] = PYTHAGOREAN_SQ(p,1-q);
  wts[3] = PYTHAGOREAN_SQ(1-p,1-q);

  for(i=0; i<MAX_PTS; i++)
    {
    sum_inv_wts += 1/wts[i];
    sum_I += *(corners+i)/wts[i];
    }

  return( sum_I /sum_inv_wts );
  } 

IMAGE *Copy_Image (Old)
IMAGE *Old;
  {
  return (Old);
  }

IMAGE *Create_Image ()
  {
  IMAGE *Image;

  if ((Image = (IMAGE *)malloc(sizeof(IMAGE))) == NULL)
    MAError("image file");
  Image->File_Type = 0;
  Image->Map_Type = PLANAR_MAP;
  Image->Interpolation_Type = NO_INTERPOLATION;
  Image->Once_Flag = FALSE;
  Image->Use_Colour_Flag= FALSE;
  Make_Vector (&Image->Gradient, 1.0, -1.0, 0.0);
  return (Image);
  }

void Destroy_Image (Image)
IMAGE *Image;
  {
  }
