15 e->timings.master_speed = 0.01;
16 e->timings.ratio[0] = 0.025;
17 e->timings.ratio[1] = 0.027;
18 e->timings.ratio[2] = 0.031;
19 e->timings.ratio[3] = 0.033;
20 e->timings.ratio[4] = 0.037;
21 e->timings.ratio[5] = 0.0038;
22 e->timings.ratio[6] = 0.041;
24 e->calculate_oscillators(e->timings);
28 for (
int x = 0;
x < e->num_x;
x++) {
29 for (
int y = 0;
y < e->num_y;
y++) {
31 float s = 1 + e->move.directional[6] * 0.8;
33 e->animation.dist = e->distance[
x][
y] * s;
34 e->animation.angle = 10 * e->move.radial[6] +
35 50 * e->move.directional[5] * e->polar_theta[
x][
y] -
36 e->animation.dist / 3;
38 e->animation.scale_x = 0.08 * size;
39 e->animation.scale_y = 0.07 * size;
40 e->animation.offset_z = -10 * e->move.linear[0];
41 e->animation.offset_x = 0;
42 e->animation.offset_y = 0;
43 e->animation.low_limit = -0.5;
44 e->show1 = e->render_value(e->animation);
46 float radius = e->radial_filter_radius;
47 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
49 e->pixel.red = e->show1 * radial;
53 e->pixel = e->rgb_sanity_check(e->pixel);
55 e->setPixelColorInternal(
x,
y, e->pixel);
72 const fl::u8 *perm = PERLIN_NOISE;
74 e->timings.master_speed = 0.01;
75 e->timings.ratio[0] = 0.025;
76 e->timings.ratio[1] = 0.027;
77 e->timings.ratio[2] = 0.031;
78 e->timings.ratio[3] = 0.033;
79 e->timings.ratio[4] = 0.037;
80 e->timings.ratio[5] = 0.0038;
81 e->timings.ratio[6] = 0.041;
83 e->calculate_oscillators(e->timings);
85 const int total_pixels =
mState.count;
86 constexpr fl::i32
FP_ONE =
static_cast<fl::i32
>(1) << FP::FRAC_BITS;
87 constexpr float size = 0.6f;
90 const fl::i32 s_raw = FP(1.0f + e->move.directional[6] * 0.8f).
raw();
91 const fl::i32 angle_base_raw = FP(10.0f * e->move.radial[6]).
raw();
92 const fl::i32 theta_scale_raw = FP(50.0f * e->move.directional[5]).
raw();
93 constexpr fl::i32 one_third_raw = FP(1.0f / 3.0f).
raw();
94 const fl::i32 cx_raw = FP(e->animation.center_x).
raw();
95 const fl::i32 cy_raw = FP(e->animation.center_y).
raw();
98 const float radius = e->radial_filter_radius;
115 for (
int i = 0; i < total_pixels; i++) {
116 const fl::i32 dist_raw =
mState.distance_raw[i];
120 (
static_cast<fl::i64>(dist_raw) * s_raw) >> FP::FRAC_BITS);
123 fl::i32 theta_term =
static_cast<fl::i32
>(
124 (
static_cast<fl::i64>(theta_scale_raw) *
mState.polar_theta_raw[i]) >> FP::FRAC_BITS);
125 fl::i32 dist_third =
static_cast<fl::i32
>(
127 p.
angle_raw = angle_base_raw + theta_term - dist_third;
133 float dist_f = FP::from_raw(dist_raw).to_float();
134 float radial = (dist_f > 0.0f) ? (radius - dist_f) / dist_f : 0.0f;
136 fl::i32 r =
static_cast<fl::i32
>(show1 * radial);
fl::unique_ptr< Engine > mEngine