13 auto *e = ctx.mEngine.get();
16 e->timings.master_speed = 0.01;
17 e->timings.ratio[0] = 2;
18 e->timings.ratio[1] = 2.1;
19 e->timings.ratio[2] = 1.2;
21 e->timings.offset[1] = 100;
22 e->timings.offset[2] = 200;
23 e->timings.offset[3] = 300;
25 e->calculate_oscillators(e->timings);
27 for (
int x = 0;
x < e->num_x;
x++) {
28 for (
int y = 0;
y < e->num_y;
y++) {
29 e->animation.angle = e->polar_theta[
x][
y];
30 e->animation.scale_x = 0.1;
31 e->animation.scale_y = 0.1;
32 e->animation.scale_z = 0.1;
33 e->animation.dist = e->distance[
x][
y];
34 e->animation.offset_y = 0;
35 e->animation.offset_x = 0;
36 e->animation.z = 2 * e->distance[
x][
y] - e->move.linear[0];
37 float show1 = e->render_value(e->animation);
39 e->animation.angle = e->polar_theta[
x][
y];
40 e->animation.dist = e->distance[
x][
y];
41 e->animation.z = 2 * e->distance[
x][
y] - e->move.linear[1];
42 float show2 = e->render_value(e->animation);
46 e->pixel.blue = show2;
48 e->pixel = e->rgb_sanity_check(e->pixel);
49 e->setPixelColorInternal(
x,
y, e->pixel);
60 auto *e = ctx.mEngine.get();
64 const fl::u8 *perm = PERLIN_NOISE;
66 e->timings.master_speed = 0.01;
67 e->timings.ratio[0] = 2;
68 e->timings.ratio[1] = 2.1;
69 e->timings.ratio[2] = 1.2;
71 e->timings.offset[1] = 100;
72 e->timings.offset[2] = 200;
73 e->timings.offset[3] = 300;
75 e->calculate_oscillators(e->timings);
77 for (
int x = 0;
x < e->num_x;
x++) {
78 for (
int y = 0;
y < e->num_y;
y++) {
79 e->animation.angle = e->polar_theta[
x][
y];
80 e->animation.scale_x = 0.1;
81 e->animation.scale_y = 0.1;
82 e->animation.scale_z = 0.1;
83 e->animation.dist = e->distance[
x][
y];
84 e->animation.offset_y = 0;
85 e->animation.offset_x = 0;
86 e->animation.z = 2 * e->distance[
x][
y] - e->move.linear[0];
89 e->animation.angle = e->polar_theta[
x][
y];
90 e->animation.dist = e->distance[
x][
y];
91 e->animation.z = 2 * e->distance[
x][
y] - e->move.linear[1];
96 e->pixel.blue = show2;
98 e->pixel = e->rgb_sanity_check(e->pixel);
99 e->setPixelColorInternal(
x,
y, e->pixel);