90 {
91 auto *e = ctx.mEngine.get();
92 e->get_ready();
95 const fl::u8 *perm = PERLIN_NOISE;
96
97 e->timings.master_speed = 0.004;
98 e->timings.ratio[0] = 0.02;
99 e->timings.ratio[1] = 0.03;
100 e->timings.ratio[2] = 0.04;
101 e->timings.ratio[3] = 0.05;
102 e->timings.ratio[4] = 0.6;
103 e->timings.offset[0] = 0;
104 e->timings.offset[1] = 100;
105 e->timings.offset[2] = 200;
106 e->timings.offset[3] = 300;
107 e->timings.offset[4] = 400;
108
109 e->calculate_oscillators(e->timings);
110
111 for (
int x = 0;
x < e->num_x;
x++) {
112 for (
int y = 0;
y < e->num_y;
y++) {
113 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[0]) / 3;
114 e->animation.angle = 2 * e->polar_theta[
x][
y] +
115 3 * e->move.noise_angle[0] + e->move.radial[4];
116 e->animation.scale_x = 0.1;
117 e->animation.scale_y = 0.1;
118 e->animation.scale_z = 0.1;
119 e->animation.offset_y = 2 * e->move.linear[0];
120 e->animation.offset_x = 2 * e->move.linear[1];
121 e->animation.offset_z = 0;
122 e->animation.z = e->move.linear[0];
124
125 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[1]) / 3;
126 e->animation.angle = 2 * e->polar_theta[
x][
y] +
127 3 * e->move.noise_angle[1] + e->move.radial[4];
128 e->animation.offset_x = 2 * e->move.linear[1];
129 e->animation.offset_y = show1 / 20.0;
130 e->animation.z = e->move.linear[1];
132
133 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[2]) / 3;
134 e->animation.angle = 2 * e->polar_theta[
x][
y] +
135 3 * e->move.noise_angle[2] + e->move.radial[4];
136 e->animation.offset_y = 2 * e->move.linear[2];
137 e->animation.offset_x = show2 / 20.0;
138 e->animation.z = e->move.linear[2];
140
141 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[3]) / 3;
142 e->animation.angle = 2 * e->polar_theta[
x][
y] +
143 3 * e->move.noise_angle[3] + e->move.radial[4];
144 e->animation.offset_x = 2 * e->move.linear[3];
145 e->animation.offset_y = show3 / 20.0;
146 e->animation.z = e->move.linear[3];
148
149 float radius = e->radial_filter_radius;
150
151 e->pixel.red = show1 * (
y + 1) / e->num_y;
152 e->pixel.green = show3 * e->distance[
x][
y] / 10;
153 e->pixel.blue = (show2 + show4) / 2;
154 if (e->distance[
x][
y] > radius) {
155 e->pixel.red = 0;
156 e->pixel.green = 0;
157 e->pixel.blue = 0;
158 }
159
160 e->pixel = e->rgb_sanity_check(e->pixel);
161 e->setPixelColorInternal(
x,
y, e->pixel);
162 }
163 }
164}
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