50 {
51 auto *e = ctx.mEngine.get();
52 e->get_ready();
55 const fl::u8 *perm = PERLIN_NOISE;
56
57 e->run_default_oscillators();
58 e->timings.master_speed = 0.003;
59 e->calculate_oscillators(e->timings);
60
61 for (
int x = 0;
x < e->num_x;
x++) {
62 for (
int y = 0;
y < e->num_y;
y++) {
63 e->animation.dist = (e->distance[
x][
y] * e->distance[
x][
y]) / 2;
64 e->animation.angle = e->polar_theta[
x][
y];
65
66 e->animation.scale_x = 0.005;
67 e->animation.scale_y = 0.005;
68
69 e->animation.offset_y = -10 * e->move.linear[0];
70 e->animation.offset_x = 0;
71 e->animation.offset_z = 0.1 * e->move.linear[0];
72
73 e->animation.z = 0;
74 e->animation.low_limit = 0;
76
77 e->pixel.red = show1;
78 e->pixel.green = 0;
79 e->pixel.blue = 40 - show1;
80
81 e->pixel = e->rgb_sanity_check(e->pixel);
82 e->setPixelColorInternal(
x,
y, e->pixel);
83 }
84 }
85}
T * assume_aligned(T *ptr) FL_NOEXCEPT
FASTLED_FORCE_INLINE fl::i32 render_value_fp_from_float(const render_parameters &anim, const fl::i32 *fade_lut, const fl::u8 *perm)