/*
*	File:		DeBez.cpp
*	
*	Version:	1.0
* 
*	Created:	8/4/25
*	
*	Copyright:  Copyright © 2025 Airwindows, Airwindows uses the MIT license
* 
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/*=============================================================================
	DeBez.cpp
	
=============================================================================*/
#include "DeBez.h"


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

COMPONENT_ENTRY(DeBez)


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	DeBez::DeBez
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DeBez::DeBez(AudioUnit component)
	: AUEffectBase(component)
{
	CreateElements();
	Globals()->UseIndexedParameters(kNumberOfParameters);
	SetParameter(kParam_A, kDefaultValue_ParamA );
	SetParameter(kParam_B, kDefaultValue_ParamB );
	SetParameter(kParam_C, kDefaultValue_ParamC );
         
#if AU_DEBUG_DISPATCHER
	mDebugDispatcher = new AUDebugDispatcher (this);
#endif
	
}


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	DeBez::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			DeBez::GetParameterValueStrings(AudioUnitScope		inScope,
                                                                AudioUnitParameterID	inParameterID,
                                                                CFArrayRef *		outStrings)
{
        
    return kAudioUnitErr_InvalidProperty;
}



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	DeBez::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			DeBez::GetParameterInfo(AudioUnitScope		inScope,
                                                        AudioUnitParameterID	inParameterID,
                                                        AudioUnitParameterInfo	&outParameterInfo )
{
	ComponentResult result = noErr;

	outParameterInfo.flags = 	kAudioUnitParameterFlag_IsWritable
						|		kAudioUnitParameterFlag_IsReadable;
    
    if (inScope == kAudioUnitScope_Global) {
        switch(inParameterID)
        {
            case kParam_A:
                AUBase::FillInParameterName (outParameterInfo, kParameterAName, false);
                outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
                outParameterInfo.minValue = 0.0;
                outParameterInfo.maxValue = 1.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamA;
                break;
            case kParam_B:
                AUBase::FillInParameterName (outParameterInfo, kParameterBName, false);
                outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
                outParameterInfo.minValue = 0.0;
                outParameterInfo.maxValue = 1.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamB;
                break;
            case kParam_C:
                AUBase::FillInParameterName (outParameterInfo, kParameterCName, false);
                outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
                outParameterInfo.minValue = 0.0;
                outParameterInfo.maxValue = 1.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamC;
                break;
           default:
                result = kAudioUnitErr_InvalidParameter;
                break;
            }
	} else {
        result = kAudioUnitErr_InvalidParameter;
    }
    


	return result;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	DeBez::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			DeBez::GetPropertyInfo (AudioUnitPropertyID	inID,
                                                        AudioUnitScope		inScope,
                                                        AudioUnitElement	inElement,
                                                        UInt32 &		outDataSize,
                                                        Boolean &		outWritable)
{
	return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	DeBez::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			DeBez::GetProperty(	AudioUnitPropertyID inID,
                                                        AudioUnitScope 		inScope,
                                                        AudioUnitElement 	inElement,
                                                        void *			outData )
{
	return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}

//	DeBez::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult DeBez::Initialize()
{
    ComponentResult result = AUEffectBase::Initialize();
    if (result == noErr)
        Reset(kAudioUnitScope_Global, 0);
    return result;
}

#pragma mark ____DeBezEffectKernel



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	DeBez::DeBezKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		DeBez::DeBezKernel::Reset()
{
	for (int x = 0; x < bez_total; x++) bezF[x] = 0.0;
	bezF[bez_cycle] = 1.0;
	
	rezA = 0.5; rezB = 0.5;
	bitA = 0.5; bitB = 0.5;
	wetA = 1.0; wetB = 1.0;
	
	fpd = 1.0; while (fpd < 16386) fpd = rand()*UINT32_MAX;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	DeBez::DeBezKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		DeBez::DeBezKernel::Process(	const Float32 	*inSourceP,
                                                    Float32		 	*inDestP,
                                                    UInt32 			inFramesToProcess,
                                                    UInt32			inNumChannels, 
                                                    bool			&ioSilence )
{
	UInt32 nSampleFrames = inFramesToProcess;
	const Float32 *sourceP = inSourceP;
	Float32 *destP = inDestP;
	double overallscale = 1.0;
	overallscale /= 44100.0;
	overallscale *= GetSampleRate();
	
	rezA = rezB; rezB = GetParameter( kParam_A )*2.0;
	bitA = bitB; bitB = GetParameter( kParam_B )*2.0;
	wetA = wetB; wetB = GetParameter( kParam_C )*2.0;
	
	bool steppedFreq = true; // Revised Bezier Undersampling
	if (rezB > 1.0) {  // has full rez at center, stepped
		steppedFreq = false; // to left, continuous to right
		rezB = 1.0-(rezB-1.0);
	} //if it's set up like that it's the revised algorithm
	rezB = fmin(fmax(pow(rezB,3.0),0.0005),1.0);
	int bezFreqFraction = (int)(1.0/rezB);
	double bezFreqTrim = (double)bezFreqFraction/(bezFreqFraction+1.0);
	if (steppedFreq) { //this hard-locks derez to exact subdivisions of 1.0
		rezB = 1.0 / bezFreqFraction;
		bezFreqTrim = 1.0-(rezB*bezFreqTrim);
	} else { //this makes it match the 1.0 case using stepped
		bezFreqTrim = 1.0-pow(rezB*0.5,1.0/(rezB*0.5));
	} //the revision more accurately connects the bezier curves
	
	while (nSampleFrames-- > 0) {
		double inputSampleL = *sourceP;
		if (fabs(inputSampleL)<1.18e-23) inputSampleL = fpd * 1.18e-17;
		double drySampleL = inputSampleL;
		double temp = (double)nSampleFrames/inFramesToProcess;
		double rez = (rezA*temp)+(rezB*(1.0-temp));
		double bit = ((bitA*temp)+(bitB*(1.0-temp)))-1.0;
		double wet = ((wetA*temp)+(wetB*(1.0-temp)))-1.0;
		double dry = 1.0 - wet;
		if (wet > 1.0) wet = 1.0;
		if (wet < -1.0) wet = -1.0;
		if (dry > 1.0) dry = 1.0;
		if (dry < 0.0) dry = 0.0;
		//this bitcrush can be subtracted.
		
		bezF[bez_cycle] += rez;
		bezF[bez_SampL] += (inputSampleL * rez);
		if (bezF[bez_cycle] > 1.0) {
			if (steppedFreq) bezF[bez_cycle] = 0.0;
			else bezF[bez_cycle] -= 1.0;
			
			inputSampleL = (bezF[bez_SampL]+bezF[bez_AvgInSampL])*0.5;
			bezF[bez_AvgInSampL] = bezF[bez_SampL];

			bool crushGate = (bit < 0.0);
			bit = 1.0-fabs(bit);
			bit = fmin(fmax(bit*16.0,0.5),16.0);
			double bitFactor = pow(2.0,bit);
			inputSampleL *= bitFactor;		
			inputSampleL = floor(inputSampleL+(crushGate?0.5/bitFactor:0.0));
			inputSampleL /= bitFactor;
			//derez inside debez
			bezF[bez_CL] = bezF[bez_BL];
			bezF[bez_BL] = bezF[bez_AL];
			bezF[bez_AL] = inputSampleL;
			bezF[bez_SampL] = 0.0;
		}
		double X = bezF[bez_cycle]*bezFreqTrim;
		double CBLfreq = (bezF[bez_CL]*(1.0-X))+(bezF[bez_BL]*X);
		double BALfreq = (bezF[bez_BL]*(1.0-X))+(bezF[bez_AL]*X);
		double CBALfreq = (bezF[bez_BL]+(CBLfreq*(1.0-X))+(BALfreq*X))*0.125;
		inputSampleL = CBALfreq+bezF[bez_AvgOutSampL]; bezF[bez_AvgOutSampL] = CBALfreq;
		
		inputSampleL = (wet*inputSampleL)+(dry*drySampleL);
		
		//begin 32 bit floating point dither
		int expon; frexpf((float)inputSampleL, &expon);
		fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
		inputSampleL += ((double(fpd)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
		//end 32 bit floating point dither
		
		*destP = inputSampleL;
		
		sourceP += inNumChannels; destP += inNumChannels;
	}
}

