13 auto *e = ctx.mEngine.get();
16 e->run_default_oscillators();
17 e->timings.master_speed = 0.003;
18 e->calculate_oscillators(e->timings);
20 for (
int x = 0;
x < e->num_x;
x++) {
21 for (
int y = 0;
y < e->num_y;
y++) {
22 e->animation.dist = (e->distance[
x][
y] * e->distance[
x][
y]) / 2;
23 e->animation.angle = e->polar_theta[
x][
y];
25 e->animation.scale_x = 0.005;
26 e->animation.scale_y = 0.005;
28 e->animation.offset_y = -10 * e->move.linear[0];
29 e->animation.offset_x = 0;
30 e->animation.offset_z = 0;
33 e->animation.low_limit = 0;
34 float show1 = e->render_value(e->animation);
38 e->pixel.red = show1 * linear;
42 e->pixel = e->rgb_sanity_check(e->pixel);
43 e->setPixelColorInternal(
x,
y, e->pixel);
54 auto *e = ctx.mEngine.get();
58 const fl::u8 *perm = PERLIN_NOISE;
60 e->run_default_oscillators();
61 e->timings.master_speed = 0.003;
62 e->calculate_oscillators(e->timings);
64 for (
int x = 0;
x < e->num_x;
x++) {
65 for (
int y = 0;
y < e->num_y;
y++) {
66 e->animation.dist = (e->distance[
x][
y] * e->distance[
x][
y]) / 2;
67 e->animation.angle = e->polar_theta[
x][
y];
69 e->animation.scale_x = 0.005;
70 e->animation.scale_y = 0.005;
72 e->animation.offset_y = -10 * e->move.linear[0];
73 e->animation.offset_x = 0;
74 e->animation.offset_z = 0;
77 e->animation.low_limit = 0;
82 e->pixel.red = show1 * linear;
86 e->pixel = e->rgb_sanity_check(e->pixel);
87 e->setPixelColorInternal(
x,
y, e->pixel);