Handle cases where AR, Dr, or D2R are 0

This commit is contained in:
BlastBrothers 2022-02-22 12:45:46 -05:00
parent d3497c1ed0
commit c345acd3f7
1 changed files with 32 additions and 11 deletions

View File

@ -450,7 +450,7 @@ void FurnaceGUI::drawFMEnv(unsigned char tl, unsigned char ar, unsigned char dr,
float arPos=float(31-ar)/31.0; //peak of AR, start of DR
float drPos=arPos+((sl/15.0)*(float(31-dr)/31.0)); //end of DR, start of D2R
float d2rPos=drPos+(((15.0-sl)/15.0)*(float(31.0-d2r)/31.0)); //End of D2R
float rrPos=(float(15-rr)/15.0);
float rrPos=(float(15-rr)/15.0); //end of RR
//shrink all the x positions horizontally
arPos/=2.0;
@ -459,22 +459,43 @@ void FurnaceGUI::drawFMEnv(unsigned char tl, unsigned char ar, unsigned char dr,
rrPos/=1.0;
ImVec2 pos1=ImLerp(rect.Min,rect.Max,ImVec2(0.0,1.0)); //the bottom corner
ImVec2 pos2=ImLerp(rect.Min,rect.Max,ImVec2(arPos,0.0+(tl/127.0))); //peak of AR, start of DR
ImVec2 pos2=ImLerp(rect.Min,rect.Max,ImVec2(arPos,(tl/127.0))); //peak of AR, start of DR
ImVec2 pos3=ImLerp(rect.Min,rect.Max,ImVec2(drPos,(float)((tl/127.0)+(sl/15.0)-((tl/127.0)*(sl/15.0))))); //end of DR, start of D2R
ImVec2 pos4=ImLerp(rect.Min,rect.Max,ImVec2(d2rPos,1.0)); //end of D2R
ImVec2 posRStart=ImLerp(rect.Min,rect.Max,ImVec2(0.0,0.0+(tl/127.0))); //release start
ImVec2 posRStart=ImLerp(rect.Min,rect.Max,ImVec2(0.0,(tl/127.0))); //release start
ImVec2 posREnd=ImLerp(rect.Min,rect.Max,ImVec2(rrPos,1.0));//release end
ImVec2 posSLineHEnd=ImLerp(rect.Min,rect.Max,ImVec2(1.0,(float)((tl/127.0)+(sl/15.0)-((tl/127.0)*(sl/15.0))))); //sustain horizontal line end
ImVec2 posSLineVEnd=ImLerp(rect.Min,rect.Max,ImVec2(drPos,1.0)); //sustain vertical line end
ImVec2 posDecayRate0Pt=ImLerp(rect.Min,rect.Max,ImVec2(1.0,(tl/127.0))); //Heght of the peak of AR, forever
ImVec2 posDecay2Rate0Pt=ImLerp(rect.Min,rect.Max,ImVec2(1.0,(float)((tl/127.0)+(sl/15.0)-((tl/127.0)*(sl/15.0))))); //Heght of the peak of SR, forever
//draw graph
dl->AddTriangleFilled(posRStart,posREnd,pos1,colorS); //draw release as shaded triangle behind everything
dl->AddLine(pos3,posSLineHEnd,colorS); //draw horiz line through sustain level
dl->AddLine(pos3,posSLineVEnd,colorS); //draw vert. line through sustain level
dl->AddLine(pos1,pos2,color);
dl->AddLine(pos2,pos3,color);
dl->AddLine(pos3,pos4,color);
//dl->AddLine(posRStart,posREnd,colorS); //draw release as a regular line
if (ar==0.0) { //if AR = 0, the envelope never starts
dl->AddTriangleFilled(posRStart,posREnd,pos1,colorS); //draw release as shaded triangle behind everything
dl->AddLine(pos1,pos4,color); //draw line on ground
}
else if (dr==0.0 && sl!=0.0) { //if DR = 0 and SL is not 0, then the envelope stays at max volume forever
dl->AddTriangleFilled(posRStart,posREnd,pos1,colorS); //draw release as shaded triangle behind everything
//dl->AddLine(pos3,posSLineHEnd,colorS); //draw horiz line through sustain level
//dl->AddLine(pos3,posSLineVEnd,colorS); //draw vert. line through sustain level
dl->AddLine(pos1,pos2,color); //A
dl->AddLine(pos2,posDecayRate0Pt,color); //Line from A to end of graph
}
else if(d2r==0.0) { //if D2R = 0, the envelope stays at the sustain level forever
dl->AddTriangleFilled(posRStart,posREnd,pos1,colorS); //draw release as shaded triangle behind everything
dl->AddLine(pos3,posSLineHEnd,colorS); //draw horiz line through sustain level
dl->AddLine(pos3,posSLineVEnd,colorS); //draw vert. line through sustain level
dl->AddLine(pos1,pos2,color); //A
dl->AddLine(pos2,pos3,color); //D
dl->AddLine(pos3,posDecay2Rate0Pt,color); //Line from D to end of graph
}
else { //draw graph normally
dl->AddTriangleFilled(posRStart,posREnd,pos1,colorS); //draw release as shaded triangle behind everything
dl->AddLine(pos3,posSLineHEnd,colorS); //draw horiz line through sustain level
dl->AddLine(pos3,posSLineVEnd,colorS); //draw vert. line through sustain level
dl->AddLine(pos1,pos2,color); //A
dl->AddLine(pos2,pos3,color); //D
dl->AddLine(pos3,pos4,color); //D2
}
}
}