FastLED 3.10.8
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caleido2.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 = 0.002;
17 e->timings.ratio[0] = 0.02;
18 e->timings.ratio[1] = 0.03;
19 e->timings.ratio[2] = 0.04;
20 e->timings.ratio[3] = 0.05;
21 e->timings.ratio[4] = 0.6;
22 e->timings.offset[0] = 0;
23 e->timings.offset[1] = 100;
24 e->timings.offset[2] = 200;
25 e->timings.offset[3] = 300;
26 e->timings.offset[4] = 400;
27
28 e->calculate_oscillators(e->timings);
29
30 for (int x = 0; x < e->num_x; x++) {
31 for (int y = 0; y < e->num_y; y++) {
32 e->animation.dist = e->distance[x][y] * (2 + e->move.directional[0]) / 3;
33 e->animation.angle = 2 * e->polar_theta[x][y] +
34 3 * e->move.noise_angle[0] + e->move.radial[4];
35 e->animation.scale_x = 0.1;
36 e->animation.scale_y = 0.1;
37 e->animation.scale_z = 0.1;
38 e->animation.offset_y = 2 * e->move.linear[0];
39 e->animation.offset_x = 0;
40 e->animation.offset_z = 0;
41 e->animation.z = e->move.linear[0];
42 float show1 = e->render_value(e->animation);
43
44 e->animation.dist = e->distance[x][y] * (2 + e->move.directional[1]) / 3;
45 e->animation.angle = 2 * e->polar_theta[x][y] +
46 3 * e->move.noise_angle[1] + e->move.radial[4];
47 e->animation.offset_x = 2 * e->move.linear[1];
48 e->animation.z = e->move.linear[1];
49 float show2 = e->render_value(e->animation);
50
51 e->animation.dist = e->distance[x][y] * (2 + e->move.directional[2]) / 3;
52 e->animation.angle = 2 * e->polar_theta[x][y] +
53 3 * e->move.noise_angle[2] + e->move.radial[4];
54 e->animation.offset_y = 2 * e->move.linear[2];
55 e->animation.z = e->move.linear[2];
56 float show3 = e->render_value(e->animation);
57
58 e->animation.dist = e->distance[x][y] * (2 + e->move.directional[3]) / 3;
59 e->animation.angle = 2 * e->polar_theta[x][y] +
60 3 * e->move.noise_angle[3] + e->move.radial[4];
61 e->animation.offset_x = 2 * e->move.linear[3];
62 e->animation.z = e->move.linear[3];
63 float show4 = e->render_value(e->animation);
64
65 e->pixel.red = show1;
66 e->pixel.green = show3 * e->distance[x][y] / 10;
67 e->pixel.blue = (show2 + show4) / 2;
68
69 e->pixel = e->rgb_sanity_check(e->pixel);
70 e->setPixelColorInternal(x, y, e->pixel);
71 }
72 }
73}
74
75
76// ============================================================================
77// Fixed-Point Implementation of Caleido2
78// ============================================================================
79
81 auto *e = ctx.mEngine.get();
82 e->get_ready();
83 mState.ensureCache(e);
84 const fl::i32 *fade_lut = fl::assume_aligned<16>(mState.fade_lut);
85 const fl::u8 *perm = PERLIN_NOISE;
86
87 e->timings.master_speed = 0.002;
88 e->timings.ratio[0] = 0.02;
89 e->timings.ratio[1] = 0.03;
90 e->timings.ratio[2] = 0.04;
91 e->timings.ratio[3] = 0.05;
92 e->timings.ratio[4] = 0.6;
93 e->timings.offset[0] = 0;
94 e->timings.offset[1] = 100;
95 e->timings.offset[2] = 200;
96 e->timings.offset[3] = 300;
97 e->timings.offset[4] = 400;
98
99 e->calculate_oscillators(e->timings);
100
101 for (int x = 0; x < e->num_x; x++) {
102 for (int y = 0; y < e->num_y; y++) {
103 e->animation.dist = e->distance[x][y] * (2 + e->move.directional[0]) / 3;
104 e->animation.angle = 2 * e->polar_theta[x][y] +
105 3 * e->move.noise_angle[0] + e->move.radial[4];
106 e->animation.scale_x = 0.1;
107 e->animation.scale_y = 0.1;
108 e->animation.scale_z = 0.1;
109 e->animation.offset_y = 2 * e->move.linear[0];
110 e->animation.offset_x = 0;
111 e->animation.offset_z = 0;
112 e->animation.z = e->move.linear[0];
113 float show1 = render_value_fp_from_float(e->animation, fade_lut, perm);
114
115 e->animation.dist = e->distance[x][y] * (2 + e->move.directional[1]) / 3;
116 e->animation.angle = 2 * e->polar_theta[x][y] +
117 3 * e->move.noise_angle[1] + e->move.radial[4];
118 e->animation.offset_x = 2 * e->move.linear[1];
119 e->animation.z = e->move.linear[1];
120 float show2 = render_value_fp_from_float(e->animation, fade_lut, perm);
121
122 e->animation.dist = e->distance[x][y] * (2 + e->move.directional[2]) / 3;
123 e->animation.angle = 2 * e->polar_theta[x][y] +
124 3 * e->move.noise_angle[2] + e->move.radial[4];
125 e->animation.offset_y = 2 * e->move.linear[2];
126 e->animation.z = e->move.linear[2];
127 float show3 = render_value_fp_from_float(e->animation, fade_lut, perm);
128
129 e->animation.dist = e->distance[x][y] * (2 + e->move.directional[3]) / 3;
130 e->animation.angle = 2 * e->polar_theta[x][y] +
131 3 * e->move.noise_angle[3] + e->move.radial[4];
132 e->animation.offset_x = 2 * e->move.linear[3];
133 e->animation.z = e->move.linear[3];
134 float show4 = render_value_fp_from_float(e->animation, fade_lut, perm);
135
136 e->pixel.red = show1;
137 e->pixel.green = show3 * e->distance[x][y] / 10;
138 e->pixel.blue = (show2 + show4) / 2;
139
140 e->pixel = e->rgb_sanity_check(e->pixel);
141 e->setPixelColorInternal(x, y, e->pixel);
142 }
143 }
144}
145
146} // namespace fl
147
void draw(Context &ctx) FL_NO_EXCEPT override
FPVizState mState
Definition caleido2.h:23
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
Base definition for an LED controller.
Definition crgb.hpp:179