15 e->timings.master_speed = 0.03;
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] = 0.0053;
20 e->timings.ratio[4] = 0.0056;
21 e->timings.ratio[5] = 0.0059;
23 e->calculate_oscillators(e->timings);
25 for (
int x = 0;
x < e->num_x;
x++) {
26 for (
int y = 0;
y < e->num_y;
y++) {
30 e->animation.dist = e->distance[
x][
y] * (e->move.directional[0]) * s;
31 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[0];
33 e->animation.scale_x = 0.09;
34 e->animation.scale_y = 0.09;
35 e->animation.offset_z = 5 * e->move.linear[0];
36 e->animation.offset_x = 0;
37 e->animation.offset_y = 0;
38 float show1 = e->render_value(e->animation);
40 e->animation.dist = e->distance[
x][
y] * e->move.directional[1] * s;
41 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[1];
43 e->animation.scale_x = 0.07;
44 e->animation.scale_y = 0.07;
45 e->animation.offset_z = 5 * e->move.linear[1];
46 e->animation.offset_x = 0;
47 e->animation.offset_y = 0;
48 float show2 = e->render_value(e->animation);
50 e->animation.dist = e->distance[
x][
y] * e->move.directional[2] * s;
51 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[2];
53 e->animation.scale_x = 0.05;
54 e->animation.scale_y = 0.05;
55 e->animation.offset_z = 5 * e->move.linear[2];
56 e->animation.offset_x = 0;
57 e->animation.offset_y = 0;
58 float show3 = e->render_value(e->animation);
60 e->animation.dist = e->distance[
x][
y] * (e->move.directional[3]) * s;
61 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[3];
63 e->animation.scale_x = 0.09;
64 e->animation.scale_y = 0.09;
65 e->animation.offset_z = 5 * e->move.linear[3];
66 e->animation.offset_x = 0;
67 e->animation.offset_y = 0;
68 float show4 = e->render_value(e->animation);
70 e->animation.dist = e->distance[
x][
y] * e->move.directional[4] * s;
71 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[4];
73 e->animation.scale_x = 0.07;
74 e->animation.scale_y = 0.07;
75 e->animation.offset_z = 5 * e->move.linear[4];
76 e->animation.offset_x = 0;
77 e->animation.offset_y = 0;
78 float show5 = e->render_value(e->animation);
80 e->animation.dist = e->distance[
x][
y] * e->move.directional[5] * s;
81 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[5];
83 e->animation.scale_x = 0.05;
84 e->animation.scale_y = 0.05;
85 e->animation.offset_z = 5 * e->move.linear[5];
86 e->animation.offset_x = 0;
87 e->animation.offset_y = 0;
88 float show6 = e->render_value(e->animation);
90 float radius = e->radial_filter_radius;
91 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
93 e->show7 = e->screen(show1, show4);
94 e->show8 = e->colordodge(show2, show5);
95 e->show9 = e->screen(show3, show6);
97 e->pixel.red = radial * (e->show7 + e->show8);
99 e->pixel.blue = radial * e->show9;
101 e->pixel = e->rgb_sanity_check(e->pixel);
103 e->setPixelColorInternal(
x,
y, e->pixel);
118 const fl::u8 *perm = PERLIN_NOISE;
120 e->timings.master_speed = 0.03;
121 e->timings.ratio[0] = 0.025;
122 e->timings.ratio[1] = 0.027;
123 e->timings.ratio[2] = 0.031;
124 e->timings.ratio[3] = 0.0053;
125 e->timings.ratio[4] = 0.0056;
126 e->timings.ratio[5] = 0.0059;
128 e->calculate_oscillators(e->timings);
130 for (
int x = 0;
x < e->num_x;
x++) {
131 for (
int y = 0;
y < e->num_y;
y++) {
135 e->animation.dist = e->distance[
x][
y] * (e->move.directional[0]) * s;
136 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[0];
138 e->animation.scale_x = 0.09;
139 e->animation.scale_y = 0.09;
140 e->animation.offset_z = 5 * e->move.linear[0];
141 e->animation.offset_x = 0;
142 e->animation.offset_y = 0;
145 e->animation.dist = e->distance[
x][
y] * e->move.directional[1] * s;
146 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[1];
148 e->animation.scale_x = 0.07;
149 e->animation.scale_y = 0.07;
150 e->animation.offset_z = 5 * e->move.linear[1];
151 e->animation.offset_x = 0;
152 e->animation.offset_y = 0;
155 e->animation.dist = e->distance[
x][
y] * e->move.directional[2] * s;
156 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[2];
157 e->animation.z = 500;
158 e->animation.scale_x = 0.05;
159 e->animation.scale_y = 0.05;
160 e->animation.offset_z = 5 * e->move.linear[2];
161 e->animation.offset_x = 0;
162 e->animation.offset_y = 0;
165 e->animation.dist = e->distance[
x][
y] * (e->move.directional[3]) * s;
166 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[3];
168 e->animation.scale_x = 0.09;
169 e->animation.scale_y = 0.09;
170 e->animation.offset_z = 5 * e->move.linear[3];
171 e->animation.offset_x = 0;
172 e->animation.offset_y = 0;
175 e->animation.dist = e->distance[
x][
y] * e->move.directional[4] * s;
176 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[4];
178 e->animation.scale_x = 0.07;
179 e->animation.scale_y = 0.07;
180 e->animation.offset_z = 5 * e->move.linear[4];
181 e->animation.offset_x = 0;
182 e->animation.offset_y = 0;
185 e->animation.dist = e->distance[
x][
y] * e->move.directional[5] * s;
186 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[5];
187 e->animation.z = 500;
188 e->animation.scale_x = 0.05;
189 e->animation.scale_y = 0.05;
190 e->animation.offset_z = 5 * e->move.linear[5];
191 e->animation.offset_x = 0;
192 e->animation.offset_y = 0;
195 float radius = e->radial_filter_radius;
196 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
198 e->show7 = e->screen(show1, show4);
199 e->show8 = e->colordodge(show2, show5);
200 e->show9 = e->screen(show3, show6);
202 e->pixel.red = radial * (e->show7 + e->show8);
204 e->pixel.blue = radial * e->show9;
206 e->pixel = e->rgb_sanity_check(e->pixel);
208 e->setPixelColorInternal(
x,
y, e->pixel);
fl::unique_ptr< Engine > mEngine