15 e->timings.master_speed = 0.005;
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] = 0.0053;
20 e->timings.ratio[4] = 0.0056;
21 e->timings.ratio[5] = 0.0059;
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++) {
28 e->animation.dist = e->distance[
x][
y];
29 e->animation.angle = e->polar_theta[
x][
y];
31 e->animation.scale_x = 0.09;
32 e->animation.scale_y = 0.09;
33 e->animation.offset_y = -30 * e->move.linear[0];
34 e->animation.offset_z = 0;
35 e->animation.offset_x = 0;
36 e->animation.low_limit = -1;
37 e->show1 = e->render_value(e->animation);
39 e->animation.dist = e->distance[
x][
y];
40 e->animation.angle = e->polar_theta[
x][
y];
42 e->animation.scale_x = 0.09;
43 e->animation.scale_y = 0.09;
44 e->animation.offset_y = -30 * e->move.linear[1];
45 e->animation.offset_z = 0;
46 e->animation.offset_x = 0;
47 e->animation.low_limit = -1;
48 e->show2 = e->render_value(e->animation);
50 e->animation.dist = e->distance[
x][
y];
51 e->animation.angle = e->polar_theta[
x][
y] + 2 + (e->show1 / 255) *
PI;
53 e->animation.scale_x = 0.09;
54 e->animation.scale_y = 0.09;
55 e->animation.offset_y = -10 * e->move.linear[0];
56 e->animation.offset_z = 0;
57 e->animation.offset_x = 0;
58 e->animation.low_limit = 0;
59 e->show3 = e->render_value(e->animation);
61 e->animation.dist = e->distance[
x][
y];
62 e->animation.angle = e->polar_theta[
x][
y] + 2 + (e->show2 / 255) *
PI;
65 e->animation.scale_x = 0.09;
66 e->animation.scale_y = 0.09;
67 e->animation.offset_y = -20 * e->move.linear[0];
68 e->animation.offset_z = 0;
69 e->animation.offset_x = 0;
70 e->animation.low_limit = 0;
71 e->show4 = e->render_value(e->animation);
73 e->show5 = e->screen(e->show4, e->show3);
74 e->show6 = e->colordodge(e->show5, e->show3);
76 float linear1 =
y / 32.f;
77 float linear2 = (32 -
y) / 32.f;
79 e->pixel.red = e->show5 * linear1;
81 e->pixel.blue = e->show6 * linear2;
83 e->pixel = e->rgb_sanity_check(e->pixel);
85 e->setPixelColorInternal(
x,
y, e->pixel);
100 const fl::u8 *perm = PERLIN_NOISE;
102 e->timings.master_speed = 0.005;
103 e->timings.ratio[0] = 0.025;
104 e->timings.ratio[1] = 0.027;
105 e->timings.ratio[2] = 0.031;
106 e->timings.ratio[3] = 0.0053;
107 e->timings.ratio[4] = 0.0056;
108 e->timings.ratio[5] = 0.0059;
110 e->calculate_oscillators(e->timings);
112 for (
int x = 0;
x < e->num_x;
x++) {
113 for (
int y = 0;
y < e->num_y;
y++) {
115 e->animation.dist = e->distance[
x][
y];
116 e->animation.angle = e->polar_theta[
x][
y];
118 e->animation.scale_x = 0.09;
119 e->animation.scale_y = 0.09;
120 e->animation.offset_y = -30 * e->move.linear[0];
121 e->animation.offset_z = 0;
122 e->animation.offset_x = 0;
123 e->animation.low_limit = -1;
126 e->animation.dist = e->distance[
x][
y];
127 e->animation.angle = e->polar_theta[
x][
y];
129 e->animation.scale_x = 0.09;
130 e->animation.scale_y = 0.09;
131 e->animation.offset_y = -30 * e->move.linear[1];
132 e->animation.offset_z = 0;
133 e->animation.offset_x = 0;
134 e->animation.low_limit = -1;
137 e->animation.dist = e->distance[
x][
y];
138 e->animation.angle = e->polar_theta[
x][
y] + 2 + (e->show1 / 255) *
PI;
140 e->animation.scale_x = 0.09;
141 e->animation.scale_y = 0.09;
142 e->animation.offset_y = -10 * e->move.linear[0];
143 e->animation.offset_z = 0;
144 e->animation.offset_x = 0;
145 e->animation.low_limit = 0;
148 e->animation.dist = e->distance[
x][
y];
149 e->animation.angle = e->polar_theta[
x][
y] + 2 + (e->show2 / 255) *
PI;
152 e->animation.scale_x = 0.09;
153 e->animation.scale_y = 0.09;
154 e->animation.offset_y = -20 * e->move.linear[0];
155 e->animation.offset_z = 0;
156 e->animation.offset_x = 0;
157 e->animation.low_limit = 0;
160 e->show5 = e->screen(e->show4, e->show3);
161 e->show6 = e->colordodge(e->show5, e->show3);
163 float linear1 =
y / 32.f;
164 float linear2 = (32 -
y) / 32.f;
166 e->pixel.red = e->show5 * linear1;
168 e->pixel.blue = e->show6 * linear2;
170 e->pixel = e->rgb_sanity_check(e->pixel);
172 e->setPixelColorInternal(
x,
y, e->pixel);
fl::unique_ptr< Engine > mEngine