13 auto *e = ctx.mEngine.get();
16 e->timings.master_speed = 0.037;
17 e->timings.ratio[0] = 0.025;
18 e->timings.ratio[1] = 0.027;
19 e->timings.ratio[2] = 0.031;
20 e->timings.ratio[3] = 0.033;
21 e->timings.ratio[4] = 0.037;
22 e->timings.ratio[5] = 0.1;
23 e->timings.ratio[6] = 0.41;
25 e->calculate_oscillators(e->timings);
27 for (
int x = 0;
x < e->num_x;
x++) {
28 for (
int y = 0;
y < e->num_y;
y++) {
32 4 *
fl::sinf(e->move.directional[5] *
PI + (
float)
x / 2) +
33 4 *
fl::cosf(e->move.directional[6] *
PI +
float(
y) / 2);
34 e->animation.angle = 1 * e->polar_theta[
x][
y];
36 e->animation.scale_x = 0.06;
37 e->animation.scale_y = 0.06;
38 e->animation.offset_z = -10 * e->move.linear[0];
39 e->animation.offset_y = 10;
40 e->animation.offset_x = 10;
41 e->animation.low_limit = 0;
42 e->show1 = e->render_value(e->animation);
44 e->animation.dist = (10 + e->move.directional[0]) *
45 fl::sinf(-e->move.radial[5] + e->move.radial[0] +
46 (e->distance[
x][
y] / (3)));
47 e->animation.angle = 1 * e->polar_theta[
x][
y];
49 e->animation.scale_x = 0.1;
50 e->animation.scale_y = 0.1;
51 e->animation.offset_z = -10;
52 e->animation.offset_y = 20 * e->move.linear[0];
53 e->animation.offset_x = 10;
54 e->animation.low_limit = 0;
55 e->show2 = e->render_value(e->animation);
57 e->animation.dist = (10 + e->move.directional[1]) *
58 fl::sinf(-e->move.radial[5] + e->move.radial[1] +
59 (e->distance[
x][
y] / (3)));
60 e->animation.angle = 1 * e->polar_theta[
x][
y];
62 e->animation.scale_x = 0.1;
63 e->animation.scale_y = 0.1;
64 e->animation.offset_z = -10;
65 e->animation.offset_y = 20 * e->move.linear[1];
66 e->animation.offset_x = 10;
67 e->animation.low_limit = 0;
68 e->show3 = e->render_value(e->animation);
70 e->animation.dist = (10 + e->move.directional[2]) *
71 fl::sinf(-e->move.radial[5] + e->move.radial[2] +
72 (e->distance[
x][
y] / (3)));
73 e->animation.angle = 1 * e->polar_theta[
x][
y];
75 e->animation.scale_x = 0.1;
76 e->animation.scale_y = 0.1;
77 e->animation.offset_z = -10;
78 e->animation.offset_y = 20 * e->move.linear[2];
79 e->animation.offset_x = 10;
80 e->animation.low_limit = 0;
81 e->show4 = e->render_value(e->animation);
83 e->pixel.blue = (0.7 * e->show2 + 0.6 * e->show3 + 0.5 * e->show4);
84 e->pixel.red = e->pixel.blue - 40;
87 e->pixel = e->rgb_sanity_check(e->pixel);
89 e->setPixelColorInternal(
x,
y, e->pixel);
100 auto *e = ctx.mEngine.get();
104 const fl::u8 *perm = PERLIN_NOISE;
106 e->timings.master_speed = 0.037;
107 e->timings.ratio[0] = 0.025;
108 e->timings.ratio[1] = 0.027;
109 e->timings.ratio[2] = 0.031;
110 e->timings.ratio[3] = 0.033;
111 e->timings.ratio[4] = 0.037;
112 e->timings.ratio[5] = 0.1;
113 e->timings.ratio[6] = 0.41;
115 e->calculate_oscillators(e->timings);
117 for (
int x = 0;
x < e->num_x;
x++) {
118 for (
int y = 0;
y < e->num_y;
y++) {
122 4 *
fl::sinf(e->move.directional[5] *
PI + (
float)
x / 2) +
123 4 *
fl::cosf(e->move.directional[6] *
PI +
float(
y) / 2);
124 e->animation.angle = 1 * e->polar_theta[
x][
y];
126 e->animation.scale_x = 0.06;
127 e->animation.scale_y = 0.06;
128 e->animation.offset_z = -10 * e->move.linear[0];
129 e->animation.offset_y = 10;
130 e->animation.offset_x = 10;
131 e->animation.low_limit = 0;
134 e->animation.dist = (10 + e->move.directional[0]) *
135 fl::sinf(-e->move.radial[5] + e->move.radial[0] +
136 (e->distance[
x][
y] / (3)));
137 e->animation.angle = 1 * e->polar_theta[
x][
y];
139 e->animation.scale_x = 0.1;
140 e->animation.scale_y = 0.1;
141 e->animation.offset_z = -10;
142 e->animation.offset_y = 20 * e->move.linear[0];
143 e->animation.offset_x = 10;
144 e->animation.low_limit = 0;
147 e->animation.dist = (10 + e->move.directional[1]) *
148 fl::sinf(-e->move.radial[5] + e->move.radial[1] +
149 (e->distance[
x][
y] / (3)));
150 e->animation.angle = 1 * e->polar_theta[
x][
y];
151 e->animation.z = 500;
152 e->animation.scale_x = 0.1;
153 e->animation.scale_y = 0.1;
154 e->animation.offset_z = -10;
155 e->animation.offset_y = 20 * e->move.linear[1];
156 e->animation.offset_x = 10;
157 e->animation.low_limit = 0;
160 e->animation.dist = (10 + e->move.directional[2]) *
161 fl::sinf(-e->move.radial[5] + e->move.radial[2] +
162 (e->distance[
x][
y] / (3)));
163 e->animation.angle = 1 * e->polar_theta[
x][
y];
164 e->animation.z = 500;
165 e->animation.scale_x = 0.1;
166 e->animation.scale_y = 0.1;
167 e->animation.offset_z = -10;
168 e->animation.offset_y = 20 * e->move.linear[2];
169 e->animation.offset_x = 10;
170 e->animation.low_limit = 0;
173 e->pixel.blue = (0.7 * e->show2 + 0.6 * e->show3 + 0.5 * e->show4);
174 e->pixel.red = e->pixel.blue - 40;
177 e->pixel = e->rgb_sanity_check(e->pixel);
179 e->setPixelColorInternal(
x,
y, e->pixel);