89 {
90 auto *e = ctx.mEngine.get();
91 e->get_ready();
94 const fl::u8 *perm = PERLIN_NOISE;
95
96 e->timings.master_speed = 0.004;
97 e->timings.ratio[0] = 0.02;
98 e->timings.ratio[1] = 0.03;
99 e->timings.ratio[2] = 0.04;
100 e->timings.ratio[3] = 0.05;
101 e->timings.ratio[4] = 0.6;
102 e->timings.offset[0] = 0;
103 e->timings.offset[1] = 100;
104 e->timings.offset[2] = 200;
105 e->timings.offset[3] = 300;
106 e->timings.offset[4] = 400;
107
108 e->calculate_oscillators(e->timings);
109
110 for (
int x = 0;
x < e->num_x;
x++) {
111 for (
int y = 0;
y < e->num_y;
y++) {
112 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[0]) / 3;
113 e->animation.angle = 2 * e->polar_theta[
x][
y] +
114 3 * e->move.noise_angle[0] + e->move.radial[4];
115 e->animation.scale_x = 0.1;
116 e->animation.scale_y = 0.1;
117 e->animation.scale_z = 0.1;
118 e->animation.offset_y = 2 * e->move.linear[0];
119 e->animation.offset_x = 2 * e->move.linear[1];
120 e->animation.offset_z = 0;
121 e->animation.z = e->move.linear[0];
123
124 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[1]) / 3;
125 e->animation.angle = 2 * e->polar_theta[
x][
y] +
126 3 * e->move.noise_angle[1] + e->move.radial[4];
127 e->animation.offset_x = 2 * e->move.linear[1];
128 e->animation.offset_y = show1 / 20.0;
129 e->animation.z = e->move.linear[1];
131
132 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[2]) / 3;
133 e->animation.angle = 2 * e->polar_theta[
x][
y] +
134 3 * e->move.noise_angle[2] + e->move.radial[4];
135 e->animation.offset_y = 2 * e->move.linear[2];
136 e->animation.offset_x = show2 / 20.0;
137 e->animation.z = e->move.linear[2];
139
140 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[3]) / 3;
141 e->animation.angle = 2 * e->polar_theta[
x][
y] +
142 3 * e->move.noise_angle[3] + e->move.radial[4];
143 e->animation.offset_x = 2 * e->move.linear[3];
144 e->animation.offset_y = show3 / 20.0;
145 e->animation.z = e->move.linear[3];
147
148 float radius = e->radial_filter_radius;
149
150 e->pixel.red = show1 * (
y + 1) / e->num_y;
151 e->pixel.green = show3 * e->distance[
x][
y] / 10;
152 e->pixel.blue = (show2 + show4) / 2;
153 if (e->distance[
x][
y] > radius) {
154 e->pixel.red = 0;
155 e->pixel.green = 0;
156 e->pixel.blue = 0;
157 }
158
159 e->pixel = e->rgb_sanity_check(e->pixel);
160 e->setPixelColorInternal(
x,
y, e->pixel);
161 }
162 }
163}
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)