13 auto *e = ctx.mEngine.get();
16 e->timings.master_speed = 0.01;
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] = 0.0038;
23 e->timings.ratio[6] = 0.041;
25 e->calculate_oscillators(e->timings);
29 for (
int x = 0;
x < e->num_x;
x++) {
30 for (
int y = 0;
y < e->num_y;
y++) {
32 float s = 1 + e->move.directional[6] * 0.8;
34 e->animation.dist = e->distance[
x][
y] * s;
35 e->animation.angle = 10 * e->move.radial[6] +
36 50 * e->move.directional[5] * e->polar_theta[
x][
y] -
37 e->animation.dist / 3;
39 e->animation.scale_x = 0.08 * size;
40 e->animation.scale_y = 0.07 * size;
41 e->animation.offset_z = -10 * e->move.linear[0];
42 e->animation.offset_x = 0;
43 e->animation.offset_y = 0;
44 e->animation.low_limit = -0.5;
45 e->show1 = e->render_value(e->animation);
47 float radius = e->radial_filter_radius;
48 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
50 e->pixel.red = e->show1 * radial;
54 e->pixel = e->rgb_sanity_check(e->pixel);
56 e->setPixelColorInternal(
x,
y, e->pixel);
69 auto *e = ctx.mEngine.get();
73 const fl::u8 *perm = PERLIN_NOISE;
75 e->timings.master_speed = 0.01;
76 e->timings.ratio[0] = 0.025;
77 e->timings.ratio[1] = 0.027;
78 e->timings.ratio[2] = 0.031;
79 e->timings.ratio[3] = 0.033;
80 e->timings.ratio[4] = 0.037;
81 e->timings.ratio[5] = 0.0038;
82 e->timings.ratio[6] = 0.041;
84 e->calculate_oscillators(e->timings);
86 const int total_pixels =
mState.count;
87 constexpr fl::i32
FP_ONE =
static_cast<fl::i32
>(1) << FP::FRAC_BITS;
88 constexpr float size = 0.6f;
91 const fl::i32 s_raw = FP(1.0f + e->move.directional[6] * 0.8f).
raw();
92 const fl::i32 angle_base_raw = FP(10.0f * e->move.radial[6]).
raw();
93 const fl::i32 theta_scale_raw = FP(50.0f * e->move.directional[5]).
raw();
94 constexpr fl::i32 one_third_raw = FP(1.0f / 3.0f).
raw();
95 const fl::i32 cx_raw = FP(e->animation.center_x).
raw();
96 const fl::i32 cy_raw = FP(e->animation.center_y).
raw();
99 const float radius = e->radial_filter_radius;
116 for (
int i = 0; i < total_pixels; i++) {
117 const fl::i32 dist_raw =
mState.distance_raw[i];
121 (
static_cast<fl::i64
>(dist_raw) * s_raw) >> FP::FRAC_BITS);
124 fl::i32 theta_term =
static_cast<fl::i32
>(
125 (
static_cast<fl::i64
>(theta_scale_raw) *
mState.polar_theta_raw[i]) >> FP::FRAC_BITS);
126 fl::i32 dist_third =
static_cast<fl::i32
>(
127 (
static_cast<fl::i64
>(p.
dist_raw) * one_third_raw) >> FP::FRAC_BITS);
128 p.
angle_raw = angle_base_raw + theta_term - dist_third;
134 float dist_f = FP::from_raw(dist_raw).to_float();
135 float radial = (dist_f > 0.0f) ? (radius - dist_f) / dist_f : 0.0f;
137 fl::i32 r =
static_cast<fl::i32
>(show1 * radial);