51 {
52 auto *e = ctx.mEngine.get();
53 e->get_ready();
56 const fl::u8 *perm = PERLIN_NOISE;
57
58 e->run_default_oscillators();
59 e->timings.master_speed = 0.003;
60 e->calculate_oscillators(e->timings);
61
62 for (
int x = 0;
x < e->num_x;
x++) {
63 for (
int y = 0;
y < e->num_y;
y++) {
64 e->animation.dist = (e->distance[
x][
y] * e->distance[
x][
y]) / 2;
65 e->animation.angle = e->polar_theta[
x][
y];
66
67 e->animation.scale_x = 0.005;
68 e->animation.scale_y = 0.005;
69
70 e->animation.offset_y = -10 * e->move.linear[0];
71 e->animation.offset_x = 0;
72 e->animation.offset_z = 0.1 * e->move.linear[0];
73
74 e->animation.z = 0;
75 e->animation.low_limit = 0;
77
78 e->pixel.red = show1;
79 e->pixel.green = 0;
80 e->pixel.blue = 40 - show1;
81
82 e->pixel = e->rgb_sanity_check(e->pixel);
83 e->setPixelColorInternal(
x,
y, e->pixel);
84 }
85 }
86}
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