FastLED 3.10.8
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◆ draw()

void fl::SpiralMatrix1::draw ( Context & ctx)
overridevirtual

Implements fl::IAnimartrix2Viz.

Definition at line 12 of file spiral_matrix1.cpp.hpp.

12 {
13 auto *e = ctx.mEngine.get();
14 e->get_ready();
15
16 e->timings.master_speed = 0.02;
17 e->timings.ratio[0] = 0.0025;
18 e->timings.ratio[1] = 0.0027;
19 e->timings.ratio[2] = 0.0031;
20 e->timings.ratio[3] = 0.0033;
21 e->timings.ratio[4] = 0.0036;
22 e->timings.ratio[5] = 0.0039;
23
24 e->calculate_oscillators(e->timings);
25
26 for (int x = 0; x < e->num_x / 2; x++) {
27 for (int y = 0; y < e->num_y / 2; y++) {
28
29 e->animation.dist = e->distance[x][y];
30 e->animation.angle = e->polar_theta[x][y] + 5 * e->move.noise_angle[0];
31 e->animation.z = 5;
32 e->animation.scale_x = 0.1;
33 e->animation.scale_y = 0.1;
34 e->animation.offset_z = 50 * e->move.linear[0];
35 e->animation.offset_x = 150 * e->move.directional[0];
36 e->animation.offset_y = 150 * e->move.directional[1];
37 float show1 = e->render_value(e->animation);
38
39 e->animation.dist = e->distance[x][y];
40 e->animation.angle = e->polar_theta[x][y] + 4 * e->move.noise_angle[1];
41 e->animation.z = 15;
42 e->animation.scale_x = 0.15;
43 e->animation.scale_y = 0.15;
44 e->animation.offset_z = 50 * e->move.linear[1];
45 e->animation.offset_x = 150 * e->move.directional[1];
46 e->animation.offset_y = 150 * e->move.directional[2];
47 float show2 = e->render_value(e->animation);
48
49 e->animation.dist = e->distance[x][y];
50 e->animation.angle = e->polar_theta[x][y] + 5 * e->move.noise_angle[2];
51 e->animation.z = 25;
52 e->animation.scale_x = 0.1;
53 e->animation.scale_y = 0.1;
54 e->animation.offset_z = 50 * e->move.linear[2];
55 e->animation.offset_x = 150 * e->move.directional[2];
56 e->animation.offset_y = 150 * e->move.directional[3];
57 float show3 = e->render_value(e->animation);
58
59 e->animation.dist = e->distance[x][y];
60 e->animation.angle = e->polar_theta[x][y] + 5 * e->move.noise_angle[3];
61 e->animation.z = 35;
62 e->animation.scale_x = 0.15;
63 e->animation.scale_y = 0.15;
64 e->animation.offset_z = 50 * e->move.linear[3];
65 e->animation.offset_x = 150 * e->move.directional[3];
66 e->animation.offset_y = 150 * e->move.directional[4];
67 float show4 = e->render_value(e->animation);
68
69 e->animation.dist = e->distance[x][y];
70 e->animation.angle = e->polar_theta[x][y] + 5 * e->move.noise_angle[4];
71 e->animation.z = 45;
72 e->animation.scale_x = 0.2;
73 e->animation.scale_y = 0.2;
74 e->animation.offset_z = 50 * e->move.linear[4];
75 e->animation.offset_x = 150 * e->move.directional[4];
76 e->animation.offset_y = 150 * e->move.directional[5];
77 float show5 = e->render_value(e->animation);
78
79 e->pixel.red = show1 + show2;
80 e->pixel.green = show3 + show4;
81 e->pixel.blue = show5;
82
83 e->pixel = e->rgb_sanity_check(e->pixel);
84 e->setPixelColorInternal(x, y, e->pixel);
85
86 e->setPixelColorInternal((e->num_x - 1) - x, y, e->pixel);
87 e->setPixelColorInternal((e->num_x - 1) - x, (e->num_y - 1) - y, e->pixel);
88 e->setPixelColorInternal(x, (e->num_y - 1) - y, e->pixel);
89 }
90 }
91}

References fl::FL_NO_EXCEPT, fl::x, and fl::y.