67 {
68 auto *e = ctx.mEngine.get();
69 e->get_ready();
72 const fl::u8 *perm = PERLIN_NOISE;
73
74 e->timings.master_speed = 0.01;
75 e->timings.ratio[0] = 0.025;
76 e->timings.ratio[1] = 0.027;
77 e->timings.ratio[2] = 0.031;
78 e->timings.ratio[3] = 0.033;
79 e->timings.ratio[4] = 0.037;
80 e->timings.ratio[5] = 0.0038;
81 e->timings.ratio[6] = 0.041;
82
83 e->calculate_oscillators(e->timings);
84
85 for (
int x = 0;
x < e->num_x;
x++) {
86 for (
int y = 0;
y < e->num_y;
y++) {
87
88 e->animation.dist = e->distance[
x][
y];
89 e->animation.angle = 16 * e->polar_theta[
x][
y] + 16 * e->move.radial[0];
90 e->animation.z = 5;
91 e->animation.scale_x = 0.06;
92 e->animation.scale_y = 0.06;
93 e->animation.offset_z = -10 * e->move.linear[0];
94 e->animation.offset_y = 10 * e->move.noise_angle[0];
95 e->animation.offset_x = 10 * e->move.noise_angle[4];
96 e->animation.low_limit = 0;
98
99 e->animation.dist = e->distance[
x][
y];
100 e->animation.angle = 16 * e->polar_theta[
x][
y] + 16 * e->move.radial[1];
101 e->animation.z = 500;
102 e->animation.scale_x = 0.06;
103 e->animation.scale_y = 0.06;
104 e->animation.offset_z = -10 * e->move.linear[1];
105 e->animation.offset_y = 10 * e->move.noise_angle[1];
106 e->animation.offset_x = 10 * e->move.noise_angle[3];
107 e->animation.low_limit = 0;
109
110 e->pixel.red = e->show1;
111 e->pixel.green = 0;
112 e->pixel.blue = e->show2;
113
114 e->pixel = e->rgb_sanity_check(e->pixel);
115
116 e->setPixelColorInternal(
x,
y, e->pixel);
117 }
118 }
119}
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)