FastLED 3.9.15
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◆ draw()

void fl::Complex_Kaleido_3::draw ( Context & ctx)
overridevirtual

Implements fl::IAnimartrix2Viz.

Definition at line 11 of file complex_kaleido_3.cpp.hpp.

11 {
12 auto *e = ctx.mEngine.get();
13 e->get_ready();
14
15 e->timings.master_speed = 0.001;
16 e->timings.ratio[0] = 0.025;
17 e->timings.ratio[1] = 0.027;
18 e->timings.ratio[2] = 0.031;
19 e->timings.ratio[3] = 0.033;
20 e->timings.ratio[4] = 0.037;
21 e->timings.ratio[5] = 0.038;
22 e->timings.ratio[5] = 0.041;
23
24 e->calculate_oscillators(e->timings);
25
26 float size = 0.4 + e->move.directional[0] * 0.1;
27
28 float q = 2;
29
30 for (int x = 0; x < e->num_x; x++) {
31 for (int y = 0; y < e->num_y; y++) {
32
33 e->animation.dist = e->distance[x][y];
34 e->animation.angle =
35 5 * e->polar_theta[x][y] + 10 * e->move.radial[0] +
36 e->animation.dist / (((e->move.directional[0] + 3) * 2)) +
37 e->move.noise_angle[0] * q;
38 e->animation.z = 5;
39 e->animation.scale_x = 0.08 * size * (e->move.directional[0] + 1.5);
40 e->animation.scale_y = 0.07 * size;
41 e->animation.offset_z = -10 * e->move.linear[0];
42 e->animation.offset_x = -30 * e->move.linear[0];
43 e->animation.offset_y = 0;
44 e->animation.low_limit = 0;
45 e->show1 = e->render_value(e->animation);
46
47 e->animation.dist = e->distance[x][y];
48 e->animation.angle =
49 -5 * e->polar_theta[x][y] + 10 * e->move.radial[1] +
50 e->animation.dist / (((e->move.directional[1] + 3) * 2)) +
51 e->move.noise_angle[1] * q;
52 e->animation.z = 500;
53 e->animation.scale_x = 0.07 * size * (e->move.directional[1] + 1.1);
54 e->animation.scale_y = 0.07 * size * (e->move.directional[2] + 1.3);
55 ;
56 e->animation.offset_z = -12 * e->move.linear[1];
57 ;
58 e->animation.offset_x = -(e->num_x - 1) * e->move.linear[1];
59 e->animation.offset_y = 0;
60 e->animation.low_limit = 0;
61 e->show2 = e->render_value(e->animation);
62
63 e->animation.dist = e->distance[x][y];
64 e->animation.angle =
65 -5 * e->polar_theta[x][y] + 12 * e->move.radial[2] +
66 e->animation.dist / (((e->move.directional[3] + 3) * 2)) +
67 e->move.noise_angle[2] * q;
68 e->animation.z = 500;
69 e->animation.scale_x = 0.05 * size * (e->move.directional[3] + 1.5);
70 ;
71 e->animation.scale_y = 0.05 * size * (e->move.directional[4] + 1.5);
72 ;
73 e->animation.offset_z = -12 * e->move.linear[3];
74 e->animation.offset_x = -40 * e->move.linear[3];
75 e->animation.offset_y = 0;
76 e->animation.low_limit = 0;
77 e->show3 = e->render_value(e->animation);
78
79 e->animation.dist = e->distance[x][y];
80 e->animation.angle =
81 5 * e->polar_theta[x][y] + 12 * e->move.radial[3] +
82 e->animation.dist / (((e->move.directional[5] + 3) * 2)) +
83 e->move.noise_angle[3] * q;
84 e->animation.z = 500;
85 e->animation.scale_x = 0.09 * size * (e->move.directional[5] + 1.5);
86 ;
87 ;
88 e->animation.scale_y = 0.09 * size * (e->move.directional[6] + 1.5);
89 ;
90 ;
91 e->animation.offset_z = 0;
92 e->animation.offset_x = -35 * e->move.linear[3];
93 e->animation.offset_y = 0;
94 e->animation.low_limit = 0;
95 e->show4 = e->render_value(e->animation);
96
97 e->show5 = e->screen(e->show4, e->show3) - e->show2;
98 e->show6 = e->colordodge(e->show4, e->show1);
99
100 e->show7 = e->multiply(e->show1, e->show2);
101
102 float linear1 = y / 32.f;
103
104 float radius = e->radial_filter_radius;
105 float radial = (radius - e->distance[x][y]) / e->distance[x][y];
106
107 e->show7 = e->multiply(e->show1, e->show2) * linear1 * 2;
108 e->show8 = e->subtract(e->show7, e->show5);
109
110 e->pixel.green = 0.2 * e->show8;
111 e->pixel.blue = e->show5 * radial;
112 e->pixel.red = (1 * e->show1 + 1 * e->show2) - e->show7 / 2;
113
114 e->pixel = e->rgb_sanity_check(e->pixel);
115
116 e->setPixelColorInternal(x, y, e->pixel);
117 }
118 }
119}

References fl::Context::mEngine, fl::x, and fl::y.