15 e->timings.master_speed = 0.2;
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;
23 e->calculate_oscillators(e->timings);
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->animation.z = (
fl::sqrtf(e->animation.dist));
31 e->animation.scale_x = 0.1;
32 e->animation.scale_y = 0.1;
33 e->animation.offset_z = 10;
34 e->animation.offset_x = 10 * e->move.linear[0];
35 float show1 = e->render_value(e->animation);
37 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[1] +
38 e->move.noise_angle[1] + e->move.noise_angle[4];
39 e->animation.offset_x = 11 * e->move.linear[1];
40 e->animation.offset_z = 100;
41 float show2 = e->render_value(e->animation);
43 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[2] +
44 e->move.noise_angle[2] + e->move.noise_angle[5];
45 e->animation.offset_x = 12 * e->move.linear[2];
46 e->animation.offset_z = 300;
47 float show3 = e->render_value(e->animation);
49 float radius = e->radial_filter_radius;
50 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
52 e->pixel.red = radial * show1;
53 e->pixel.green = radial * show2;
54 e->pixel.blue = radial * show3;
56 e->pixel = e->rgb_sanity_check(e->pixel);
57 e->setPixelColorInternal(
x,
y, e->pixel);
72 const fl::u8 *perm = PERLIN_NOISE;
74 e->timings.master_speed = 0.2;
75 e->timings.ratio[0] = 0.0025;
76 e->timings.ratio[1] = 0.0027;
77 e->timings.ratio[2] = 0.0031;
78 e->timings.ratio[3] = 0.0033;
79 e->timings.ratio[4] = 0.0036;
80 e->timings.ratio[5] = 0.0039;
82 e->calculate_oscillators(e->timings);
84 for (
int x = 0;
x < e->num_x;
x++) {
85 for (
int y = 0;
y < e->num_y;
y++) {
86 e->animation.dist = e->distance[
x][
y];
87 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[0] +
88 e->move.noise_angle[0] + e->move.noise_angle[3];
89 e->animation.z = (
fl::sqrtf(e->animation.dist));
90 e->animation.scale_x = 0.1;
91 e->animation.scale_y = 0.1;
92 e->animation.offset_z = 10;
93 e->animation.offset_x = 10 * e->move.linear[0];
96 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[1] +
97 e->move.noise_angle[1] + e->move.noise_angle[4];
98 e->animation.offset_x = 11 * e->move.linear[1];
99 e->animation.offset_z = 100;
102 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[2] +
103 e->move.noise_angle[2] + e->move.noise_angle[5];
104 e->animation.offset_x = 12 * e->move.linear[2];
105 e->animation.offset_z = 300;
108 float radius = e->radial_filter_radius;
109 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
111 e->pixel.red = radial * show1;
112 e->pixel.green = radial * show2;
113 e->pixel.blue = radial * show3;
115 e->pixel = e->rgb_sanity_check(e->pixel);
116 e->setPixelColorInternal(
x,
y, e->pixel);
fl::unique_ptr< Engine > mEngine