15 e->timings.master_speed = 0.02;
16 e->timings.ratio[0] = 0.0025;
17 e->timings.ratio[1] = 0.0027;
18 e->timings.ratio[2] = 0.0031;
19 e->timings.ratio[3] = 0.0033;
20 e->timings.ratio[4] = 0.0036;
21 e->timings.ratio[5] = 0.0039;
23 e->calculate_oscillators(e->timings);
25 for (
int x = 0;
x < e->num_x / 2;
x++) {
26 for (
int y = 0;
y < e->num_y / 2;
y++) {
28 e->animation.dist = e->distance[
x][
y];
29 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[0];
31 e->animation.scale_x = 0.1;
32 e->animation.scale_y = 0.1;
33 e->animation.offset_z = 50 * e->move.linear[0];
34 e->animation.offset_x = 150 * e->move.directional[0];
35 e->animation.offset_y = 150 * e->move.directional[1];
36 float show1 = e->render_value(e->animation);
38 e->animation.dist = e->distance[
x][
y];
39 e->animation.angle = e->polar_theta[
x][
y] + 4 * e->move.noise_angle[1];
41 e->animation.scale_x = 0.15;
42 e->animation.scale_y = 0.15;
43 e->animation.offset_z = 50 * e->move.linear[1];
44 e->animation.offset_x = 150 * e->move.directional[1];
45 e->animation.offset_y = 150 * e->move.directional[2];
46 float show2 = e->render_value(e->animation);
48 e->animation.dist = e->distance[
x][
y];
49 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[2];
51 e->animation.scale_x = 0.1;
52 e->animation.scale_y = 0.1;
53 e->animation.offset_z = 50 * e->move.linear[2];
54 e->animation.offset_x = 150 * e->move.directional[2];
55 e->animation.offset_y = 150 * e->move.directional[3];
56 float show3 = e->render_value(e->animation);
58 e->animation.dist = e->distance[
x][
y];
59 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[3];
61 e->animation.scale_x = 0.15;
62 e->animation.scale_y = 0.15;
63 e->animation.offset_z = 50 * e->move.linear[3];
64 e->animation.offset_x = 150 * e->move.directional[3];
65 e->animation.offset_y = 150 * e->move.directional[4];
66 float show4 = e->render_value(e->animation);
68 e->animation.dist = e->distance[
x][
y];
69 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[4];
71 e->animation.scale_x = 0.2;
72 e->animation.scale_y = 0.2;
73 e->animation.offset_z = 50 * e->move.linear[4];
74 e->animation.offset_x = 150 * e->move.directional[4];
75 e->animation.offset_y = 150 * e->move.directional[5];
76 float show5 = e->render_value(e->animation);
78 e->pixel.red = show1 + show2;
79 e->pixel.green = show3 + show4;
80 e->pixel.blue = show5;
82 e->pixel = e->rgb_sanity_check(e->pixel);
83 e->setPixelColorInternal(
x,
y, e->pixel);
85 e->setPixelColorInternal((e->num_x - 1) -
x,
y, e->pixel);
86 e->setPixelColorInternal((e->num_x - 1) -
x, (e->num_y - 1) -
y, e->pixel);
87 e->setPixelColorInternal(
x, (e->num_y - 1) -
y, e->pixel);
102 const fl::u8 *perm = PERLIN_NOISE;
104 e->timings.master_speed = 0.02;
105 e->timings.ratio[0] = 0.0025;
106 e->timings.ratio[1] = 0.0027;
107 e->timings.ratio[2] = 0.0031;
108 e->timings.ratio[3] = 0.0033;
109 e->timings.ratio[4] = 0.0036;
110 e->timings.ratio[5] = 0.0039;
112 e->calculate_oscillators(e->timings);
114 for (
int x = 0;
x < e->num_x / 2;
x++) {
115 for (
int y = 0;
y < e->num_y / 2;
y++) {
117 e->animation.dist = e->distance[
x][
y];
118 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[0];
120 e->animation.scale_x = 0.1;
121 e->animation.scale_y = 0.1;
122 e->animation.offset_z = 50 * e->move.linear[0];
123 e->animation.offset_x = 150 * e->move.directional[0];
124 e->animation.offset_y = 150 * e->move.directional[1];
127 e->animation.dist = e->distance[
x][
y];
128 e->animation.angle = e->polar_theta[
x][
y] + 4 * e->move.noise_angle[1];
130 e->animation.scale_x = 0.15;
131 e->animation.scale_y = 0.15;
132 e->animation.offset_z = 50 * e->move.linear[1];
133 e->animation.offset_x = 150 * e->move.directional[1];
134 e->animation.offset_y = 150 * e->move.directional[2];
137 e->animation.dist = e->distance[
x][
y];
138 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[2];
140 e->animation.scale_x = 0.1;
141 e->animation.scale_y = 0.1;
142 e->animation.offset_z = 50 * e->move.linear[2];
143 e->animation.offset_x = 150 * e->move.directional[2];
144 e->animation.offset_y = 150 * e->move.directional[3];
147 e->animation.dist = e->distance[
x][
y];
148 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[3];
150 e->animation.scale_x = 0.15;
151 e->animation.scale_y = 0.15;
152 e->animation.offset_z = 50 * e->move.linear[3];
153 e->animation.offset_x = 150 * e->move.directional[3];
154 e->animation.offset_y = 150 * e->move.directional[4];
157 e->animation.dist = e->distance[
x][
y];
158 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[4];
160 e->animation.scale_x = 0.2;
161 e->animation.scale_y = 0.2;
162 e->animation.offset_z = 50 * e->move.linear[4];
163 e->animation.offset_x = 150 * e->move.directional[4];
164 e->animation.offset_y = 150 * e->move.directional[5];
167 e->pixel.red = show1 + show2;
168 e->pixel.green = show3 + show4;
169 e->pixel.blue = show5;
171 e->pixel = e->rgb_sanity_check(e->pixel);
172 e->setPixelColorInternal(
x,
y, e->pixel);
174 e->setPixelColorInternal((e->num_x - 1) -
x,
y, e->pixel);
175 e->setPixelColorInternal((e->num_x - 1) -
x, (e->num_y - 1) -
y, e->pixel);
176 e->setPixelColorInternal(
x, (e->num_y - 1) -
y, e->pixel);
fl::unique_ptr< Engine > mEngine