68 {
69 auto *e = ctx.mEngine.get();
70 e->get_ready();
73 const fl::u8 *perm = PERLIN_NOISE;
74
75 e->timings.master_speed = 0.01;
76 e->timings.ratio[0] = 0.025;
77 e->timings.ratio[1] = 0.027;
78 e->timings.ratio[2] = 0.031;
79 e->timings.ratio[3] = 0.033;
80 e->timings.ratio[4] = 0.037;
81 e->timings.ratio[5] = 0.0038;
82 e->timings.ratio[6] = 0.041;
83
84 e->calculate_oscillators(e->timings);
85
86 for (
int x = 0;
x < e->num_x;
x++) {
87 for (
int y = 0;
y < e->num_y;
y++) {
88
89 e->animation.dist = e->distance[
x][
y];
90 e->animation.angle = 16 * e->polar_theta[
x][
y] + 16 * e->move.radial[0];
91 e->animation.z = 5;
92 e->animation.scale_x = 0.06;
93 e->animation.scale_y = 0.06;
94 e->animation.offset_z = -10 * e->move.linear[0];
95 e->animation.offset_y = 10 * e->move.noise_angle[0];
96 e->animation.offset_x = 10 * e->move.noise_angle[4];
97 e->animation.low_limit = 0;
99
100 e->animation.dist = e->distance[
x][
y];
101 e->animation.angle = 16 * e->polar_theta[
x][
y] + 16 * e->move.radial[1];
102 e->animation.z = 500;
103 e->animation.scale_x = 0.06;
104 e->animation.scale_y = 0.06;
105 e->animation.offset_z = -10 * e->move.linear[1];
106 e->animation.offset_y = 10 * e->move.noise_angle[1];
107 e->animation.offset_x = 10 * e->move.noise_angle[3];
108 e->animation.low_limit = 0;
110
111 e->pixel.red = e->show1;
112 e->pixel.green = 0;
113 e->pixel.blue = e->show2;
114
115 e->pixel = e->rgb_sanity_check(e->pixel);
116
117 e->setPixelColorInternal(
x,
y, e->pixel);
118 }
119 }
120}
T * assume_aligned(T *ptr) FL_NO_EXCEPT
FASTLED_FORCE_INLINE fl::i32 render_value_fp_from_float(const render_parameters &anim, const fl::i32 *fade_lut, const fl::u8 *perm) FL_NO_EXCEPT