FastLED 3.10.8
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spiral_matrix3.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 = 0.02;
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] = 0.0033;
21 e->timings.ratio[4] = 0.0036;
22 e->timings.ratio[5] = 0.0039;
23
24 e->calculate_oscillators(e->timings);
25
26 for (int x = 0; x < e->num_x; x++) {
27 for (int y = 0; y < e->num_y; y++) {
28
29 e->animation.dist = e->distance[x][y];
30 e->animation.angle = e->polar_theta[x][y];
31 e->animation.z = 5;
32 e->animation.scale_x = 0.09;
33 e->animation.scale_y = 0.09;
34 e->animation.offset_z = 0;
35 e->animation.offset_x = 0;
36 e->animation.offset_y = -20 * e->move.linear[0];
37 ;
38 e->animation.low_limit = -1;
39 e->animation.high_limit = 1;
40 e->show1 = e->render_value(e->animation);
41
42 e->animation.dist = e->distance[x][y];
43 e->animation.angle = e->polar_theta[x][y];
44 e->animation.z = 500;
45 e->animation.scale_x = 0.09;
46 e->animation.scale_y = 0.09;
47 e->animation.offset_z = 0;
48 e->animation.offset_x = 0;
49 e->animation.offset_y = -20 * e->move.linear[0];
50 ;
51 e->animation.low_limit = -1;
52 e->animation.high_limit = 1;
53 e->show2 = e->render_value(e->animation);
54
55 e->animation.dist = e->distance[x][y];
56 e->animation.angle = e->polar_theta[x][y];
57 e->animation.z = 50;
58 e->animation.scale_x = 0.09;
59 e->animation.scale_y = 0.09;
60 e->animation.offset_z = 0;
61 e->animation.offset_x = 500 + e->show1 / 20;
62 e->animation.offset_y = -4 * e->move.linear[0] + e->show2 / 20;
63 e->animation.low_limit = 0;
64 e->animation.high_limit = 1;
65 e->show3 = e->render_value(e->animation);
66
67 e->animation.dist = e->distance[x][y];
68 e->animation.angle = e->polar_theta[x][y];
69 e->animation.z = 50;
70 e->animation.scale_x = 0.09;
71 e->animation.scale_y = 0.09;
72 e->animation.offset_z = 0;
73 e->animation.offset_x = 500 + e->show1 / 18;
74 e->animation.offset_y = -4 * e->move.linear[0] + e->show2 / 18;
75 e->animation.low_limit = 0;
76 e->animation.high_limit = 1;
77 e->show4 = e->render_value(e->animation);
78
79 e->animation.dist = e->distance[x][y];
80 e->animation.angle = e->polar_theta[x][y];
81 e->animation.z = 50;
82 e->animation.scale_x = 0.09;
83 e->animation.scale_y = 0.09;
84 e->animation.offset_z = 0;
85 e->animation.offset_x = 500 + e->show1 / 19;
86 e->animation.offset_y = -4 * e->move.linear[0] + e->show2 / 19;
87 e->animation.low_limit = 0.3;
88 e->animation.high_limit = 1;
89 e->show5 = e->render_value(e->animation);
90
91 e->pixel.red = e->show4;
92 e->pixel.green = e->show3;
93 e->pixel.blue = e->show5;
94
95 e->pixel = e->rgb_sanity_check(e->pixel);
96
97 e->setPixelColorInternal(x, y, e->pixel);
98 }
99 }
100}
101
102
103// ============================================================================
104// Fixed-Point Implementation of SpiralMatrix3
105// ============================================================================
106
108 auto *e = ctx.mEngine.get();
109 e->get_ready();
110 mState.ensureCache(e);
111 const fl::i32 *fade_lut = fl::assume_aligned<16>(mState.fade_lut);
112 const fl::u8 *perm = PERLIN_NOISE;
113
114 e->timings.master_speed = 0.02;
115 e->timings.ratio[0] = 0.025;
116 e->timings.ratio[1] = 0.027;
117 e->timings.ratio[2] = 0.031;
118 e->timings.ratio[3] = 0.0033;
119 e->timings.ratio[4] = 0.0036;
120 e->timings.ratio[5] = 0.0039;
121
122 e->calculate_oscillators(e->timings);
123
124 for (int x = 0; x < e->num_x; x++) {
125 for (int y = 0; y < e->num_y; y++) {
126
127 e->animation.dist = e->distance[x][y];
128 e->animation.angle = e->polar_theta[x][y];
129 e->animation.z = 5;
130 e->animation.scale_x = 0.09;
131 e->animation.scale_y = 0.09;
132 e->animation.offset_z = 0;
133 e->animation.offset_x = 0;
134 e->animation.offset_y = -20 * e->move.linear[0];
135 ;
136 e->animation.low_limit = -1;
137 e->animation.high_limit = 1;
138 e->show1 = render_value_fp_from_float(e->animation, fade_lut, perm);
139
140 e->animation.dist = e->distance[x][y];
141 e->animation.angle = e->polar_theta[x][y];
142 e->animation.z = 500;
143 e->animation.scale_x = 0.09;
144 e->animation.scale_y = 0.09;
145 e->animation.offset_z = 0;
146 e->animation.offset_x = 0;
147 e->animation.offset_y = -20 * e->move.linear[0];
148 ;
149 e->animation.low_limit = -1;
150 e->animation.high_limit = 1;
151 e->show2 = render_value_fp_from_float(e->animation, fade_lut, perm);
152
153 e->animation.dist = e->distance[x][y];
154 e->animation.angle = e->polar_theta[x][y];
155 e->animation.z = 50;
156 e->animation.scale_x = 0.09;
157 e->animation.scale_y = 0.09;
158 e->animation.offset_z = 0;
159 e->animation.offset_x = 500 + e->show1 / 20;
160 e->animation.offset_y = -4 * e->move.linear[0] + e->show2 / 20;
161 e->animation.low_limit = 0;
162 e->animation.high_limit = 1;
163 e->show3 = render_value_fp_from_float(e->animation, fade_lut, perm);
164
165 e->animation.dist = e->distance[x][y];
166 e->animation.angle = e->polar_theta[x][y];
167 e->animation.z = 50;
168 e->animation.scale_x = 0.09;
169 e->animation.scale_y = 0.09;
170 e->animation.offset_z = 0;
171 e->animation.offset_x = 500 + e->show1 / 18;
172 e->animation.offset_y = -4 * e->move.linear[0] + e->show2 / 18;
173 e->animation.low_limit = 0;
174 e->animation.high_limit = 1;
175 e->show4 = render_value_fp_from_float(e->animation, fade_lut, perm);
176
177 e->animation.dist = e->distance[x][y];
178 e->animation.angle = e->polar_theta[x][y];
179 e->animation.z = 50;
180 e->animation.scale_x = 0.09;
181 e->animation.scale_y = 0.09;
182 e->animation.offset_z = 0;
183 e->animation.offset_x = 500 + e->show1 / 19;
184 e->animation.offset_y = -4 * e->move.linear[0] + e->show2 / 19;
185 e->animation.low_limit = 0.3;
186 e->animation.high_limit = 1;
187 e->show5 = render_value_fp_from_float(e->animation, fade_lut, perm);
188
189 e->pixel.red = e->show4;
190 e->pixel.green = e->show3;
191 e->pixel.blue = e->show5;
192
193 e->pixel = e->rgb_sanity_check(e->pixel);
194
195 e->setPixelColorInternal(x, y, e->pixel);
196 }
197 }
198}
199
200} // namespace fl
201
void draw(Context &ctx) FL_NO_EXCEPT override
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