15 e->timings.master_speed = 0.03;
19 e->timings.ratio[0] = 0.1;
20 e->timings.ratio[1] = 0.011;
21 e->timings.ratio[2] = 0.013;
22 e->timings.ratio[3] = 0.33 * w;
23 e->timings.ratio[4] = 0.36 * w;
24 e->timings.ratio[5] = 0.38 * w;
25 e->timings.ratio[6] = 0.0003;
27 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 e->animation.dist = e->distance[
x][
y];
33 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[1];
35 e->animation.scale_x = 0.001;
36 e->animation.scale_y = 0.1;
37 e->animation.scale_z = 0.1;
38 e->animation.offset_y = -10 * e->move.linear[0];
39 e->animation.offset_x = 20;
40 e->animation.offset_z = 10;
41 e->animation.low_limit = 0;
42 e->show1 = e->render_value(e->animation);
44 e->pixel.red = 10 * e->show1;
48 e->pixel = e->rgb_sanity_check(e->pixel);
50 e->setPixelColorInternal(
x,
y, e->pixel);
65 const fl::u8 *perm = PERLIN_NOISE;
67 e->timings.master_speed = 0.03;
71 e->timings.ratio[0] = 0.1;
72 e->timings.ratio[1] = 0.011;
73 e->timings.ratio[2] = 0.013;
74 e->timings.ratio[3] = 0.33 * w;
75 e->timings.ratio[4] = 0.36 * w;
76 e->timings.ratio[5] = 0.38 * w;
77 e->timings.ratio[6] = 0.0003;
79 e->calculate_oscillators(e->timings);
81 for (
int x = 0;
x < e->num_x;
x++) {
82 for (
int y = 0;
y < e->num_y;
y++) {
84 e->animation.dist = e->distance[
x][
y];
85 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[1];
87 e->animation.scale_x = 0.001;
88 e->animation.scale_y = 0.1;
89 e->animation.scale_z = 0.1;
90 e->animation.offset_y = -10 * e->move.linear[0];
91 e->animation.offset_x = 20;
92 e->animation.offset_z = 10;
93 e->animation.low_limit = 0;
96 e->pixel.red = 10 * e->show1;
100 e->pixel = e->rgb_sanity_check(e->pixel);
102 e->setPixelColorInternal(
x,
y, e->pixel);
fl::unique_ptr< Engine > mEngine