12 {
13 auto *e = ctx.mEngine.get();
14 e->get_ready();
15
16 e->timings.master_speed = 0.12;
17 e->timings.ratio[0] = 0.0025;
18 e->timings.ratio[1] = 0.0027;
19 e->timings.ratio[2] = 0.0031;
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 e->animation.dist = e->distance[
x][
y];
29 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[0] +
30 e->move.noise_angle[0] + e->move.noise_angle[3] +
31 e->move.noise_angle[1];
32 e->animation.z = (
fl::sqrtf(e->animation.dist));
33 e->animation.scale_x = 0.1;
34 e->animation.scale_y = 0.1;
35 e->animation.offset_z = 10;
36 e->animation.offset_x = 10 * e->move.linear[0];
37 float show1 = e->render_value(e->animation);
38
39 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[1] +
40 e->move.noise_angle[1] + e->move.noise_angle[4] +
41 e->move.noise_angle[2];
42 e->animation.offset_x = 11 * e->move.linear[1];
43 e->animation.offset_z = 100;
44 float show2 = e->render_value(e->animation);
45
46 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[2] +
47 e->move.noise_angle[2] + e->move.noise_angle[5] +
48 e->move.noise_angle[3];
49 e->animation.offset_x = 12 * e->move.linear[2];
50 e->animation.offset_z = 300;
51 float show3 = e->render_value(e->animation);
52
53 float radius = e->radial_filter_radius;
54 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
55
56 e->pixel.red = radial * (show1 - show3);
57 e->pixel.green = radial * (show2 - show1);
58 e->pixel.blue = radial * (show3 - show2);
59
60 e->pixel = e->rgb_sanity_check(e->pixel);
61 e->setPixelColorInternal(
x,
y, e->pixel);
62 }
63 }
64}
float sqrtf(float value) FL_NO_EXCEPT