68 {
69 auto *e = ctx.mEngine.get();
70 e->get_ready();
73 const fl::u8 *perm = PERLIN_NOISE;
74
75 e->timings.master_speed = 0.2;
76 e->timings.ratio[0] = 0.0025;
77 e->timings.ratio[1] = 0.0027;
78 e->timings.ratio[2] = 0.0031;
79 e->timings.ratio[3] = 0.0033;
80 e->timings.ratio[4] = 0.0036;
81 e->timings.ratio[5] = 0.0039;
82
83 e->calculate_oscillators(e->timings);
84
85 for (
int x = 0;
x < e->num_x;
x++) {
86 for (
int y = 0;
y < e->num_y;
y++) {
87 e->animation.dist = e->distance[
x][
y];
88 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[0] +
89 e->move.noise_angle[0] + e->move.noise_angle[3];
90 e->animation.z = (
fl::sqrtf(e->animation.dist));
91 e->animation.scale_x = 0.1;
92 e->animation.scale_y = 0.1;
93 e->animation.offset_z = 10;
94 e->animation.offset_x = 10 * e->move.linear[0];
96
97 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[1] +
98 e->move.noise_angle[1] + e->move.noise_angle[4];
99 e->animation.offset_x = 11 * e->move.linear[1];
100 e->animation.offset_z = 100;
102
103 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[2] +
104 e->move.noise_angle[2] + e->move.noise_angle[5];
105 e->animation.offset_x = 12 * e->move.linear[2];
106 e->animation.offset_z = 300;
108
109 float radius = e->radial_filter_radius;
110 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
111
112 e->pixel.red = radial * show1;
113 e->pixel.green = radial * show2;
114 e->pixel.blue = radial * show3;
115
116 e->pixel = e->rgb_sanity_check(e->pixel);
117 e->setPixelColorInternal(
x,
y, e->pixel);
118 }
119 }
120}
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
float sqrtf(float value) FL_NO_EXCEPT