FastLED 3.10.8
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rgb_blobs.cpp.hpp
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5#include "fl/stl/noexcept.h"
6
9
10namespace fl {
11
13 auto *e = ctx.mEngine.get();
14 e->get_ready();
15
16 e->timings.master_speed = 0.2;
17 e->timings.ratio[0] = 0.0025;
18 e->timings.ratio[1] = 0.0027;
19 e->timings.ratio[2] = 0.0031;
20 e->timings.ratio[3] = 0.0033;
21 e->timings.ratio[4] = 0.0036;
22 e->timings.ratio[5] = 0.0039;
23
24 e->calculate_oscillators(e->timings);
25
26 for (int x = 0; x < e->num_x; x++) {
27 for (int y = 0; y < e->num_y; y++) {
28 e->animation.dist = e->distance[x][y];
29 e->animation.angle = e->polar_theta[x][y] + e->move.radial[0] +
30 e->move.noise_angle[0] + e->move.noise_angle[3];
31 e->animation.z = (fl::sqrtf(e->animation.dist));
32 e->animation.scale_x = 0.1;
33 e->animation.scale_y = 0.1;
34 e->animation.offset_z = 10;
35 e->animation.offset_x = 10 * e->move.linear[0];
36 float show1 = e->render_value(e->animation);
37
38 e->animation.angle = e->polar_theta[x][y] + e->move.radial[1] +
39 e->move.noise_angle[1] + e->move.noise_angle[4];
40 e->animation.offset_x = 11 * e->move.linear[1];
41 e->animation.offset_z = 100;
42 float show2 = e->render_value(e->animation);
43
44 e->animation.angle = e->polar_theta[x][y] + e->move.radial[2] +
45 e->move.noise_angle[2] + e->move.noise_angle[5];
46 e->animation.offset_x = 12 * e->move.linear[2];
47 e->animation.offset_z = 300;
48 float show3 = e->render_value(e->animation);
49
50 float radius = e->radial_filter_radius;
51 float radial = (radius - e->distance[x][y]) / e->distance[x][y];
52
53 e->pixel.red = radial * show1;
54 e->pixel.green = radial * show2;
55 e->pixel.blue = radial * show3;
56
57 e->pixel = e->rgb_sanity_check(e->pixel);
58 e->setPixelColorInternal(x, y, e->pixel);
59 }
60 }
61}
62
63
64// ============================================================================
65// Fixed-Point Implementation of RGB_Blobs
66// ============================================================================
67
69 auto *e = ctx.mEngine.get();
70 e->get_ready();
71 mState.ensureCache(e);
72 const fl::i32 *fade_lut = fl::assume_aligned<16>(mState.fade_lut);
73 const fl::u8 *perm = PERLIN_NOISE;
74
75 e->timings.master_speed = 0.2;
76 e->timings.ratio[0] = 0.0025;
77 e->timings.ratio[1] = 0.0027;
78 e->timings.ratio[2] = 0.0031;
79 e->timings.ratio[3] = 0.0033;
80 e->timings.ratio[4] = 0.0036;
81 e->timings.ratio[5] = 0.0039;
82
83 e->calculate_oscillators(e->timings);
84
85 for (int x = 0; x < e->num_x; x++) {
86 for (int y = 0; y < e->num_y; y++) {
87 e->animation.dist = e->distance[x][y];
88 e->animation.angle = e->polar_theta[x][y] + e->move.radial[0] +
89 e->move.noise_angle[0] + e->move.noise_angle[3];
90 e->animation.z = (fl::sqrtf(e->animation.dist));
91 e->animation.scale_x = 0.1;
92 e->animation.scale_y = 0.1;
93 e->animation.offset_z = 10;
94 e->animation.offset_x = 10 * e->move.linear[0];
95 float show1 = render_value_fp_from_float(e->animation, fade_lut, perm);
96
97 e->animation.angle = e->polar_theta[x][y] + e->move.radial[1] +
98 e->move.noise_angle[1] + e->move.noise_angle[4];
99 e->animation.offset_x = 11 * e->move.linear[1];
100 e->animation.offset_z = 100;
101 float show2 = render_value_fp_from_float(e->animation, fade_lut, perm);
102
103 e->animation.angle = e->polar_theta[x][y] + e->move.radial[2] +
104 e->move.noise_angle[2] + e->move.noise_angle[5];
105 e->animation.offset_x = 12 * e->move.linear[2];
106 e->animation.offset_z = 300;
107 float show3 = render_value_fp_from_float(e->animation, fade_lut, perm);
108
109 float radius = e->radial_filter_radius;
110 float radial = (radius - e->distance[x][y]) / e->distance[x][y];
111
112 e->pixel.red = radial * show1;
113 e->pixel.green = radial * show2;
114 e->pixel.blue = radial * show3;
115
116 e->pixel = e->rgb_sanity_check(e->pixel);
117 e->setPixelColorInternal(x, y, e->pixel);
118 }
119 }
120}
121
122} // namespace fl
123
FPVizState mState
Definition rgb_blobs.h:23
void draw(Context &ctx) FL_NO_EXCEPT override
void draw(Context &ctx) FL_NO_EXCEPT override
#define FL_OPTIMIZATION_LEVEL_O3_BEGIN
#define FL_FAST_MATH_BEGIN
#define FL_FAST_MATH_END
#define FL_OPTIMIZATION_LEVEL_O3_END
T * assume_aligned(T *ptr) FL_NO_EXCEPT
Definition s16x16x4.h:126
unsigned char u8
Definition stdint.h:131
u8 u8 fract8 blur_amount FL_NO_EXCEPT
Definition blur.h:186
FASTLED_FORCE_INLINE fl::i32 render_value_fp_from_float(const render_parameters &anim, const fl::i32 *fade_lut, const fl::u8 *perm) FL_NO_EXCEPT
float sqrtf(float value) FL_NO_EXCEPT
Definition math.h:461
Base definition for an LED controller.
Definition crgb.hpp:179