11 {
12 auto *e = ctx.mEngine.get();
13 e->get_ready();
14
15 e->timings.master_speed = 0.12;
16 e->timings.ratio[0] = 0.0025;
17 e->timings.ratio[1] = 0.0027;
18 e->timings.ratio[2] = 0.0031;
19 e->timings.ratio[3] = 0.0033;
20 e->timings.ratio[4] = 0.0036;
21 e->timings.ratio[5] = 0.0039;
22
23 e->calculate_oscillators(e->timings);
24
25 for (
int x = 0;
x < e->num_x;
x++) {
26 for (
int y = 0;
y < e->num_y;
y++) {
27 e->animation.dist = e->distance[
x][
y];
28 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[0] +
29 e->move.noise_angle[0] + e->move.noise_angle[3] +
30 e->move.noise_angle[1];
31 e->animation.z = (
fl::sqrtf(e->animation.dist));
32 e->animation.scale_x = 0.1;
33 e->animation.scale_y = 0.1;
34 e->animation.offset_z = 10;
35 e->animation.offset_x = 10 * e->move.linear[0];
36 float show1 = e->render_value(e->animation);
37
38 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[1] +
39 e->move.noise_angle[1] + e->move.noise_angle[4] +
40 e->move.noise_angle[2];
41 e->animation.offset_x = 11 * e->move.linear[1];
42 e->animation.offset_z = 100;
43 float show2 = e->render_value(e->animation);
44
45 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[2] +
46 e->move.noise_angle[2] + e->move.noise_angle[5] +
47 e->move.noise_angle[3];
48 e->animation.offset_x = 12 * e->move.linear[2];
49 e->animation.offset_z = 300;
50 float show3 = e->render_value(e->animation);
51
52 float radius = e->radial_filter_radius;
53 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
54
55 e->pixel.red = radial * (show1 - show3);
56 e->pixel.green = radial * (show2 - show1);
57 e->pixel.blue = radial * (show3 - show2);
58
59 e->pixel = e->rgb_sanity_check(e->pixel);
60 e->setPixelColorInternal(
x,
y, e->pixel);
61 }
62 }
63}
float sqrtf(float value) FL_NOEXCEPT