66 {
67 auto *e = ctx.mEngine.get();
68 e->get_ready();
71 const fl::u8 *perm = PERLIN_NOISE;
72 e->run_default_oscillators(0.001);
73
74 for (
int x = 0;
x < e->num_x;
x++) {
75 for (
int y = 0;
y < e->num_y;
y++) {
76 e->animation.dist = e->distance[
x][
y];
77 e->animation.angle = e->polar_theta[
x][
y];
78
79 e->animation.scale_x = 0.07 + e->move.directional[0] * 0.002;
80 e->animation.scale_y = 0.07;
81
82 e->animation.offset_y = -e->move.linear[0];
83 e->animation.offset_x = 0;
84 e->animation.offset_z = 0;
85
86 e->animation.z = 0;
87 e->animation.low_limit = -1;
89
90 e->animation.offset_y = -e->move.linear[1];
92
93 e->animation.offset_x = show3 / 20;
94 e->animation.offset_y = -e->move.linear[0] / 2 + show1 / 70;
95 e->animation.low_limit = 0;
97
98 e->animation.offset_x = show3 / 20;
99 e->animation.offset_y = -e->move.linear[0] / 2 + show1 / 70;
100 e->animation.z = 100;
102
103 float radius = e->radial_filter_radius;
104 float radial = (radius - e->animation.dist) / e->animation.dist;
105
106 float linear = (
y + 1) / (e->num_y - 1.f);
107
108 e->pixel.red = radial * show2;
109 e->pixel.green = linear * radial * 0.3 * (show2 - show4);
110 e->pixel.blue = 0;
111
112 e->pixel = e->rgb_sanity_check(e->pixel);
113 e->setPixelColorInternal(
x,
y, e->pixel);
114 }
115 }
116}
T * assume_aligned(T *ptr) FL_NO_EXCEPT
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