15 e->timings.master_speed = 0.01;
16 e->timings.ratio[0] = 0.1;
17 e->timings.ratio[1] = 0.03;
18 e->timings.ratio[2] = 0.03;
19 e->timings.ratio[3] = 0.03;
21 e->timings.offset[1] = 10;
22 e->timings.offset[2] = 20;
23 e->timings.offset[3] = 30;
25 e->calculate_oscillators(e->timings);
27 for (
int x = 0;
x < e->num_x;
x++) {
28 for (
int y = 0;
y < e->num_y;
y++) {
29 e->animation.scale_x = 0.05;
30 e->animation.scale_y = 0.05;
31 e->animation.offset_x = 0;
32 e->animation.offset_y = 0;
33 e->animation.offset_z = 100;
34 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[0];
35 e->animation.dist = e->distance[
x][
y];
36 e->animation.z = e->move.linear[0];
37 e->animation.low_limit = -1;
38 float show1 = e->render_value(e->animation);
41 e->polar_theta[
x][
y] - e->move.radial[1] + show1 / 512.0;
42 e->animation.dist = e->distance[
x][
y] * show1 / 255.0;
43 e->animation.low_limit = 0;
44 e->animation.z = e->move.linear[1];
45 float show2 = e->render_value(e->animation);
48 e->polar_theta[
x][
y] - e->move.radial[2] + show1 / 512.0;
49 e->animation.dist = e->distance[
x][
y] * show1 / 220.0;
50 e->animation.z = e->move.linear[2];
51 float show3 = e->render_value(e->animation);
54 e->polar_theta[
x][
y] - e->move.radial[3] + show1 / 512.0;
55 e->animation.dist = e->distance[
x][
y] * show1 / 200.0;
56 e->animation.z = e->move.linear[3];
57 float show4 = e->render_value(e->animation);
59 e->pixel.red = (show2 + show4) / 2;
60 e->pixel.green = show3 / 6;
63 e->pixel = e->rgb_sanity_check(e->pixel);
64 e->setPixelColorInternal(
x,
y, e->pixel);
79 const fl::u8 *perm = PERLIN_NOISE;
81 e->timings.master_speed = 0.01;
82 e->timings.ratio[0] = 0.1;
83 e->timings.ratio[1] = 0.03;
84 e->timings.ratio[2] = 0.03;
85 e->timings.ratio[3] = 0.03;
87 e->timings.offset[1] = 10;
88 e->timings.offset[2] = 20;
89 e->timings.offset[3] = 30;
91 e->calculate_oscillators(e->timings);
93 for (
int x = 0;
x < e->num_x;
x++) {
94 for (
int y = 0;
y < e->num_y;
y++) {
95 e->animation.scale_x = 0.05;
96 e->animation.scale_y = 0.05;
97 e->animation.offset_x = 0;
98 e->animation.offset_y = 0;
99 e->animation.offset_z = 100;
100 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[0];
101 e->animation.dist = e->distance[
x][
y];
102 e->animation.z = e->move.linear[0];
103 e->animation.low_limit = -1;
107 e->polar_theta[
x][
y] - e->move.radial[1] + show1 / 512.0;
108 e->animation.dist = e->distance[
x][
y] * show1 / 255.0;
109 e->animation.low_limit = 0;
110 e->animation.z = e->move.linear[1];
114 e->polar_theta[
x][
y] - e->move.radial[2] + show1 / 512.0;
115 e->animation.dist = e->distance[
x][
y] * show1 / 220.0;
116 e->animation.z = e->move.linear[2];
120 e->polar_theta[
x][
y] - e->move.radial[3] + show1 / 512.0;
121 e->animation.dist = e->distance[
x][
y] * show1 / 200.0;
122 e->animation.z = e->move.linear[3];
125 e->pixel.red = (show2 + show4) / 2;
126 e->pixel.green = show3 / 6;
129 e->pixel = e->rgb_sanity_check(e->pixel);
130 e->setPixelColorInternal(
x,
y, e->pixel);
fl::unique_ptr< Engine > mEngine