65 {
66 auto *e = ctx.mEngine.get();
67 e->get_ready();
70 const fl::u8 *perm = PERLIN_NOISE;
71 e->run_default_oscillators(0.001);
72
73 for (
int x = 0;
x < e->num_x;
x++) {
74 for (
int y = 0;
y < e->num_y;
y++) {
75 e->animation.dist = e->distance[
x][
y];
76 e->animation.angle = e->polar_theta[
x][
y];
77
78 e->animation.scale_x = 0.07 + e->move.directional[0] * 0.002;
79 e->animation.scale_y = 0.07;
80
81 e->animation.offset_y = -e->move.linear[0];
82 e->animation.offset_x = 0;
83 e->animation.offset_z = 0;
84
85 e->animation.z = 0;
86 e->animation.low_limit = -1;
88
89 e->animation.offset_y = -e->move.linear[1];
91
92 e->animation.offset_x = show3 / 20;
93 e->animation.offset_y = -e->move.linear[0] / 2 + show1 / 70;
94 e->animation.low_limit = 0;
96
97 e->animation.offset_x = show3 / 20;
98 e->animation.offset_y = -e->move.linear[0] / 2 + show1 / 70;
99 e->animation.z = 100;
101
102 float radius = e->radial_filter_radius;
103 float radial = (radius - e->animation.dist) / e->animation.dist;
104
105 float linear = (
y + 1) / (e->num_y - 1.f);
106
107 e->pixel.red = radial * show2;
108 e->pixel.green = linear * radial * 0.3 * (show2 - show4);
109 e->pixel.blue = 0;
110
111 e->pixel = e->rgb_sanity_check(e->pixel);
112 e->setPixelColorInternal(
x,
y, e->pixel);
113 }
114 }
115}
T * assume_aligned(T *ptr) FL_NOEXCEPT
FASTLED_FORCE_INLINE fl::i32 render_value_fp_from_float(const render_parameters &anim, const fl::i32 *fade_lut, const fl::u8 *perm)