15 e->timings.master_speed = 0.01;
19 e->timings.ratio[0] = 0.01;
20 e->timings.ratio[1] = 0.011;
21 e->timings.ratio[2] = 0.013;
22 e->timings.ratio[3] = 0.33 * w;
23 e->timings.ratio[4] = 0.36 * w;
24 e->timings.ratio[5] = 0.38 * w;
25 e->timings.ratio[6] = 0.0003;
27 e->timings.offset[0] = 0;
28 e->timings.offset[1] = 100;
29 e->timings.offset[2] = 200;
30 e->timings.offset[3] = 300;
31 e->timings.offset[4] = 400;
32 e->timings.offset[5] = 500;
33 e->timings.offset[6] = 600;
35 e->calculate_oscillators(e->timings);
37 for (
int x = 0;
x < e->num_x;
x++) {
38 for (
int y = 0;
y < e->num_y;
y++) {
44 3 + e->distance[
x][
y] +
45 3 *
fl::sinf(0.25 * e->distance[
x][
y] - e->move.radial[3]);
46 e->animation.angle = e->polar_theta[
x][
y] + e->move.noise_angle[0] +
47 e->move.noise_angle[6];
49 e->animation.scale_x = 0.1 * s;
50 e->animation.scale_y = 0.1 * s;
51 e->animation.offset_z = 10 * e->move.linear[0];
52 e->animation.offset_y = -5 * r * e->move.linear[0];
53 e->animation.offset_x = 10;
54 e->animation.low_limit = 0;
55 e->show1 = e->render_value(e->animation);
58 4 + e->distance[
x][
y] +
59 4 *
fl::sinf(0.24 * e->distance[
x][
y] - e->move.radial[4]);
60 e->animation.angle = e->polar_theta[
x][
y] + e->move.noise_angle[1] +
61 e->move.noise_angle[6];
63 e->animation.scale_x = 0.1 * s;
64 e->animation.scale_y = 0.1 * s;
65 e->animation.offset_z = 0.1 * e->move.linear[1];
66 e->animation.offset_y = -5 * r * e->move.linear[1];
67 e->animation.offset_x = 100;
68 e->animation.low_limit = 0;
69 e->show2 = e->render_value(e->animation);
72 5 + e->distance[
x][
y] +
73 5 *
fl::sinf(0.23 * e->distance[
x][
y] - e->move.radial[5]);
74 e->animation.angle = e->polar_theta[
x][
y] + e->move.noise_angle[2] +
75 e->move.noise_angle[6];
77 e->animation.scale_x = 0.1 * s;
78 e->animation.scale_y = 0.1 * s;
79 e->animation.offset_z = 0.1 * e->move.linear[2];
80 e->animation.offset_y = -5 * r * e->move.linear[2];
81 e->animation.offset_x = 1000;
82 e->animation.low_limit = 0;
83 e->show3 = e->render_value(e->animation);
85 e->show4 = e->colordodge(e->show1, e->show2);
88 e->distance[
x][
y] / 14);
90 CHSV(rad * ((e->show1 + e->show2) + e->show3), 255, 255);
92 e->pixel = e->rgb_sanity_check(e->pixel);
94 fl::u8 a = e->getTime() / 100;
95 CRGB p =
CRGB(
CHSV(((a + e->show1 + e->show2) + e->show3), 255, 255));
98 pixel.
green = p.green;
100 e->setPixelColorInternal(
x,
y, pixel);
117 const fl::u8 *perm = PERLIN_NOISE;
119 e->timings.master_speed = 0.01;
123 e->timings.ratio[0] = 0.01;
124 e->timings.ratio[1] = 0.011;
125 e->timings.ratio[2] = 0.013;
126 e->timings.ratio[3] = 0.33 * w;
127 e->timings.ratio[4] = 0.36 * w;
128 e->timings.ratio[5] = 0.38 * w;
129 e->timings.ratio[6] = 0.0003;
131 e->timings.offset[0] = 0;
132 e->timings.offset[1] = 100;
133 e->timings.offset[2] = 200;
134 e->timings.offset[3] = 300;
135 e->timings.offset[4] = 400;
136 e->timings.offset[5] = 500;
137 e->timings.offset[6] = 600;
139 e->calculate_oscillators(e->timings);
141 const int total_pixels =
mState.count;
142 constexpr fl::i32
FP_ONE =
static_cast<fl::i32
>(1) << FP::FRAC_BITS;
143 constexpr float r_factor = 1.5f;
145 const fl::i32 cx_raw = FP(e->animation.center_x).
raw();
146 const fl::i32 cy_raw = FP(e->animation.center_y).
raw();
147 const fl::i32 scale_xy_raw = FP(0.1f * 0.4f).
raw();
150 const fl::i32 angle_offset1_raw = FP(e->move.noise_angle[0] + e->move.noise_angle[6]).
raw();
151 const fl::i32 angle_offset2_raw = FP(e->move.noise_angle[1] + e->move.noise_angle[6]).
raw();
152 const fl::i32 angle_offset3_raw = FP(e->move.noise_angle[2] + e->move.noise_angle[6]).
raw();
155 const float radial3 = e->move.radial[3];
156 const float radial4 = e->move.radial[4];
157 const float radial5 = e->move.radial[5];
160 const fl::u8 a = e->getTime() / 100;
174 const fl::i32 oz1_raw = FP(10.0f * e->move.linear[0]).
raw();
175 const fl::i32 oy1_raw = FP(-5.0f * r_factor * e->move.linear[0]).
raw();
176 const fl::i32 ox1_raw = FP(10.0f).
raw();
178 const fl::i32 oz2_raw = FP(0.1f * e->move.linear[1]).
raw();
179 const fl::i32 oy2_raw = FP(-5.0f * r_factor * e->move.linear[1]).
raw();
180 const fl::i32 ox2_raw = FP(100.0f).
raw();
182 const fl::i32 oz3_raw = FP(0.1f * e->move.linear[2]).
raw();
183 const fl::i32 oy3_raw = FP(-5.0f * r_factor * e->move.linear[2]).
raw();
184 const fl::i32 ox3_raw = FP(1000.0f).
raw();
188 for (
int i = 0; i < total_pixels; i++) {
189 const fl::i32 theta_raw =
mState.polar_theta_raw[i];
190 const fl::i32 dist_raw_i =
mState.distance_raw[i];
192 const float dist_f = FP::from_raw(dist_raw_i).to_float();
195 fl::i32 dist1_raw = FP(3.0f + dist_f + 3.0f *
fl::sinf(0.25f * dist_f - radial3)).
raw();
196 p.
angle_raw = theta_raw + angle_offset1_raw;
204 fl::i32 dist2_raw = FP(4.0f + dist_f + 4.0f *
fl::sinf(0.24f * dist_f - radial4)).
raw();
205 p.
angle_raw = theta_raw + angle_offset2_raw;
213 fl::i32 dist3_raw = FP(5.0f + dist_f + 5.0f *
fl::sinf(0.23f * dist_f - radial5)).
raw();
214 p.
angle_raw = theta_raw + angle_offset3_raw;
fl::unique_ptr< Engine > mEngine