106 {
107 auto *e = ctx.mEngine.get();
108 e->get_ready();
111 const fl::u8 *perm = PERLIN_NOISE;
112
113 e->timings.master_speed = 0.02;
114 e->timings.ratio[0] = 0.025;
115 e->timings.ratio[1] = 0.027;
116 e->timings.ratio[2] = 0.031;
117 e->timings.ratio[3] = 0.0033;
118 e->timings.ratio[4] = 0.0036;
119 e->timings.ratio[5] = 0.0039;
120
121 e->calculate_oscillators(e->timings);
122
123 for (
int x = 0;
x < e->num_x;
x++) {
124 for (
int y = 0;
y < e->num_y;
y++) {
125
126 e->animation.dist = e->distance[
x][
y];
127 e->animation.angle = e->polar_theta[
x][
y];
128 e->animation.z = 5;
129 e->animation.scale_x = 0.09;
130 e->animation.scale_y = 0.09;
131 e->animation.offset_z = 0;
132 e->animation.offset_x = 0;
133 e->animation.offset_y = -20 * e->move.linear[0];
134 ;
135 e->animation.low_limit = -1;
136 e->animation.high_limit = 1;
138
139 e->animation.dist = e->distance[
x][
y];
140 e->animation.angle = e->polar_theta[
x][
y];
141 e->animation.z = 500;
142 e->animation.scale_x = 0.09;
143 e->animation.scale_y = 0.09;
144 e->animation.offset_z = 0;
145 e->animation.offset_x = 0;
146 e->animation.offset_y = -20 * e->move.linear[0];
147 ;
148 e->animation.low_limit = -1;
149 e->animation.high_limit = 1;
151
152 e->animation.dist = e->distance[
x][
y];
153 e->animation.angle = e->polar_theta[
x][
y];
154 e->animation.z = 50;
155 e->animation.scale_x = 0.09;
156 e->animation.scale_y = 0.09;
157 e->animation.offset_z = 0;
158 e->animation.offset_x = 500 + e->show1 / 20;
159 e->animation.offset_y = -4 * e->move.linear[0] + e->show2 / 20;
160 e->animation.low_limit = 0;
161 e->animation.high_limit = 1;
163
164 e->animation.dist = e->distance[
x][
y];
165 e->animation.angle = e->polar_theta[
x][
y];
166 e->animation.z = 50;
167 e->animation.scale_x = 0.09;
168 e->animation.scale_y = 0.09;
169 e->animation.offset_z = 0;
170 e->animation.offset_x = 500 + e->show1 / 18;
171 e->animation.offset_y = -4 * e->move.linear[0] + e->show2 / 18;
172 e->animation.low_limit = 0;
173 e->animation.high_limit = 1;
175
176 e->animation.dist = e->distance[
x][
y];
177 e->animation.angle = e->polar_theta[
x][
y];
178 e->animation.z = 50;
179 e->animation.scale_x = 0.09;
180 e->animation.scale_y = 0.09;
181 e->animation.offset_z = 0;
182 e->animation.offset_x = 500 + e->show1 / 19;
183 e->animation.offset_y = -4 * e->move.linear[0] + e->show2 / 19;
184 e->animation.low_limit = 0.3;
185 e->animation.high_limit = 1;
187
188 e->pixel.red = e->show4;
189 e->pixel.green = e->show3;
190 e->pixel.blue = e->show5;
191
192 e->pixel = e->rgb_sanity_check(e->pixel);
193
194 e->setPixelColorInternal(
x,
y, e->pixel);
195 }
196 }
197}
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)