71 {
72 auto *e = ctx.mEngine.get();
73 e->get_ready();
76 const fl::u8 *perm = PERLIN_NOISE;
77
78 e->timings.master_speed = 0.12;
79 e->timings.ratio[0] = 0.0025;
80 e->timings.ratio[1] = 0.0027;
81 e->timings.ratio[2] = 0.0031;
82 e->timings.ratio[3] = 0.0033;
83 e->timings.ratio[4] = 0.0036;
84 e->timings.ratio[5] = 0.0039;
85
86 e->calculate_oscillators(e->timings);
87
88 for (
int x = 0;
x < e->num_x;
x++) {
89 for (
int y = 0;
y < e->num_y;
y++) {
90 e->animation.dist = e->distance[
x][
y] + e->move.noise_angle[4];
91 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[0] +
92 e->move.noise_angle[0] + e->move.noise_angle[3] +
93 e->move.noise_angle[1];
94 e->animation.z = (
fl::sqrtf(e->animation.dist));
95 e->animation.scale_x = 0.1;
96 e->animation.scale_y = 0.1;
97 e->animation.offset_z = 10;
98 e->animation.offset_x = 10 * e->move.linear[0];
100
101 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[1] +
102 e->move.noise_angle[1] + e->move.noise_angle[4] +
103 e->move.noise_angle[2];
104 e->animation.offset_x = 11 * e->move.linear[1];
105 e->animation.offset_z = 100;
107
108 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[2] +
109 e->move.noise_angle[2] + e->move.noise_angle[5] +
110 e->move.noise_angle[3];
111 e->animation.offset_x = 12 * e->move.linear[2];
112 e->animation.offset_z = 300;
114
115 float radius = e->radial_filter_radius;
116 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
117
118 e->pixel.red = radial * (show1 + show3) * 0.5 * e->animation.dist / 5;
119 e->pixel.green = radial * (show2 + show1) * 0.5 *
y / 15;
120 e->pixel.blue = radial * (show3 + show2) * 0.5 *
x / 15;
121
122 e->pixel = e->rgb_sanity_check(e->pixel);
123 e->setPixelColorInternal(
x,
y, e->pixel);
124 }
125 }
126}
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
float sqrtf(float value) FL_NO_EXCEPT