13 auto *e = ctx.mEngine.get();
16 e->timings.master_speed = 0.02;
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;
24 e->calculate_oscillators(e->timings);
26 for (
int x = 0;
x < e->num_x / 2;
x++) {
27 for (
int y = 0;
y < e->num_y / 2;
y++) {
29 e->animation.dist = e->distance[
x][
y];
30 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[0];
32 e->animation.scale_x = 0.1;
33 e->animation.scale_y = 0.1;
34 e->animation.offset_z = 50 * e->move.linear[0];
35 e->animation.offset_x = 150 * e->move.directional[0];
36 e->animation.offset_y = 150 * e->move.directional[1];
37 float show1 = e->render_value(e->animation);
39 e->animation.dist = e->distance[
x][
y];
40 e->animation.angle = e->polar_theta[
x][
y] + 4 * e->move.noise_angle[1];
42 e->animation.scale_x = 0.15;
43 e->animation.scale_y = 0.15;
44 e->animation.offset_z = 50 * e->move.linear[1];
45 e->animation.offset_x = 150 * e->move.directional[1];
46 e->animation.offset_y = 150 * e->move.directional[2];
47 float show2 = e->render_value(e->animation);
49 e->animation.dist = e->distance[
x][
y];
50 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[2];
52 e->animation.scale_x = 0.1;
53 e->animation.scale_y = 0.1;
54 e->animation.offset_z = 50 * e->move.linear[2];
55 e->animation.offset_x = 150 * e->move.directional[2];
56 e->animation.offset_y = 150 * e->move.directional[3];
57 float show3 = e->render_value(e->animation);
59 e->animation.dist = e->distance[
x][
y];
60 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[3];
62 e->animation.scale_x = 0.15;
63 e->animation.scale_y = 0.15;
64 e->animation.offset_z = 50 * e->move.linear[3];
65 e->animation.offset_x = 150 * e->move.directional[3];
66 e->animation.offset_y = 150 * e->move.directional[4];
67 float show4 = e->render_value(e->animation);
69 e->animation.dist = e->distance[
x][
y];
70 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[4];
72 e->animation.scale_x = 0.2;
73 e->animation.scale_y = 0.2;
74 e->animation.offset_z = 50 * e->move.linear[4];
75 e->animation.offset_x = 150 * e->move.directional[4];
76 e->animation.offset_y = 150 * e->move.directional[5];
77 float show5 = e->render_value(e->animation);
79 e->pixel.red = show1 + show2;
80 e->pixel.green = show3 + show4;
81 e->pixel.blue = show5;
83 e->pixel = e->rgb_sanity_check(e->pixel);
84 e->setPixelColorInternal(
x,
y, e->pixel);
86 e->setPixelColorInternal((e->num_x - 1) -
x,
y, e->pixel);
87 e->setPixelColorInternal((e->num_x - 1) -
x, (e->num_y - 1) -
y, e->pixel);
88 e->setPixelColorInternal(
x, (e->num_y - 1) -
y, e->pixel);
99 auto *e = ctx.mEngine.get();
103 const fl::u8 *perm = PERLIN_NOISE;
105 e->timings.master_speed = 0.02;
106 e->timings.ratio[0] = 0.0025;
107 e->timings.ratio[1] = 0.0027;
108 e->timings.ratio[2] = 0.0031;
109 e->timings.ratio[3] = 0.0033;
110 e->timings.ratio[4] = 0.0036;
111 e->timings.ratio[5] = 0.0039;
113 e->calculate_oscillators(e->timings);
115 for (
int x = 0;
x < e->num_x / 2;
x++) {
116 for (
int y = 0;
y < e->num_y / 2;
y++) {
118 e->animation.dist = e->distance[
x][
y];
119 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[0];
121 e->animation.scale_x = 0.1;
122 e->animation.scale_y = 0.1;
123 e->animation.offset_z = 50 * e->move.linear[0];
124 e->animation.offset_x = 150 * e->move.directional[0];
125 e->animation.offset_y = 150 * e->move.directional[1];
128 e->animation.dist = e->distance[
x][
y];
129 e->animation.angle = e->polar_theta[
x][
y] + 4 * e->move.noise_angle[1];
131 e->animation.scale_x = 0.15;
132 e->animation.scale_y = 0.15;
133 e->animation.offset_z = 50 * e->move.linear[1];
134 e->animation.offset_x = 150 * e->move.directional[1];
135 e->animation.offset_y = 150 * e->move.directional[2];
138 e->animation.dist = e->distance[
x][
y];
139 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[2];
141 e->animation.scale_x = 0.1;
142 e->animation.scale_y = 0.1;
143 e->animation.offset_z = 50 * e->move.linear[2];
144 e->animation.offset_x = 150 * e->move.directional[2];
145 e->animation.offset_y = 150 * e->move.directional[3];
148 e->animation.dist = e->distance[
x][
y];
149 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[3];
151 e->animation.scale_x = 0.15;
152 e->animation.scale_y = 0.15;
153 e->animation.offset_z = 50 * e->move.linear[3];
154 e->animation.offset_x = 150 * e->move.directional[3];
155 e->animation.offset_y = 150 * e->move.directional[4];
158 e->animation.dist = e->distance[
x][
y];
159 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[4];
161 e->animation.scale_x = 0.2;
162 e->animation.scale_y = 0.2;
163 e->animation.offset_z = 50 * e->move.linear[4];
164 e->animation.offset_x = 150 * e->move.directional[4];
165 e->animation.offset_y = 150 * e->move.directional[5];
168 e->pixel.red = show1 + show2;
169 e->pixel.green = show3 + show4;
170 e->pixel.blue = show5;
172 e->pixel = e->rgb_sanity_check(e->pixel);
173 e->setPixelColorInternal(
x,
y, e->pixel);
175 e->setPixelColorInternal((e->num_x - 1) -
x,
y, e->pixel);
176 e->setPixelColorInternal((e->num_x - 1) -
x, (e->num_y - 1) -
y, e->pixel);
177 e->setPixelColorInternal(
x, (e->num_y - 1) -
y, e->pixel);