118 {
119 auto *e = ctx.mEngine.get();
120 e->get_ready();
123 const fl::u8 *perm = PERLIN_NOISE;
124
125 e->timings.master_speed = 0.01;
126 e->timings.ratio[0] = 0.025;
127 e->timings.ratio[1] = 0.027;
128 e->timings.ratio[2] = 0.031;
129 e->timings.ratio[3] = 0.033;
130 e->timings.ratio[4] = 0.037;
131 e->timings.ratio[5] = 0.038;
132 e->timings.ratio[6] = 0.041;
133
134 e->calculate_oscillators(e->timings);
135
136 float size = 0.6;
137
138 float q = 1;
139
140 for (
int x = 0;
x < e->num_x;
x++) {
141 for (
int y = 0;
y < e->num_y;
y++) {
142
143 float s = 1 + e->move.directional[6] * 0.3;
144
145 e->animation.dist = e->distance[
x][
y] * s;
146 e->animation.angle =
147 5 * e->polar_theta[
x][
y] + 1 * e->move.radial[0] -
148 e->animation.dist / (3 + e->move.directional[0] * 0.5);
149 e->animation.z = 5;
150 e->animation.scale_x = 0.08 * size + (e->move.directional[0] * 0.01);
151 e->animation.scale_y = 0.07 * size + (e->move.directional[1] * 0.01);
152 e->animation.offset_z = -10 * e->move.linear[0];
153 e->animation.offset_x = 0;
154 e->animation.offset_y = 0;
155 e->animation.low_limit = 0;
157
158 e->animation.dist = e->distance[
x][
y] * s;
159 e->animation.angle =
160 5 * e->polar_theta[
x][
y] + 1 * e->move.radial[1] +
161 e->animation.dist / (3 + e->move.directional[1] * 0.5);
162 e->animation.z = 50;
163 e->animation.scale_x = 0.08 * size + (e->move.directional[1] * 0.01);
164 e->animation.scale_y = 0.07 * size + (e->move.directional[2] * 0.01);
165 e->animation.offset_z = -10 * e->move.linear[1];
166 e->animation.offset_x = 0;
167 e->animation.offset_y = 0;
168 e->animation.low_limit = 0;
170
171 e->animation.dist = e->distance[
x][
y];
172 e->animation.angle = 1;
173 e->animation.z = 500;
174 e->animation.scale_x = 0.2 * size;
175 e->animation.scale_y = 0.2 * size;
176 e->animation.offset_z = 0;
177 e->animation.offset_y = +7 * e->move.linear[3] + e->move.noise_angle[3];
178 e->animation.offset_x = 0;
179 e->animation.low_limit = 0;
181
182 e->animation.dist = e->distance[
x][
y];
183 e->animation.angle =
184 5 * e->polar_theta[
x][
y] + 12 * e->move.radial[3] +
185 e->animation.dist / (((e->move.directional[5] + 3) * 2)) +
186 e->move.noise_angle[3] * q;
187 e->animation.z = 500;
188 e->animation.scale_x = 0.09 * size * (e->move.directional[5] + 1.5);
189 ;
190 ;
191 e->animation.scale_y = 0.09 * size * (e->move.directional[6] + 1.5);
192 ;
193 ;
194 e->animation.offset_z = 0;
195 e->animation.offset_x = -35 * e->move.linear[3];
196 e->animation.offset_y = 0;
197 e->animation.low_limit = 0;
199
200 float radius = e->radial_filter_radius;
201 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
202
203 e->show5 = ((e->show1 + e->show2)) - e->show3;
204 if (e->show5 > 255)
205 e->show5 = 255;
206 if (e->show5 < 0)
207 e->show5 = 0;
208
209 e->show6 = e->colordodge(e->show1, e->show2);
210
211 e->pixel.red = e->show5 * radial;
212 e->pixel.blue = (64 - e->show5 - e->show3) * radial;
213 e->pixel.green = 0.5 * (e->show6);
214
215 e->pixel = e->rgb_sanity_check(e->pixel);
216
217 e->setPixelColorInternal(
x,
y, e->pixel);
218 }
219 }
220}
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