74 {
75 auto *e = ctx.mEngine.get();
76 e->get_ready();
79 const fl::u8 *perm = PERLIN_NOISE;
80
81 e->timings.master_speed = 0.0015;
82 e->timings.ratio[0] = 4;
83 e->timings.ratio[1] = 1;
84 e->timings.ratio[2] = 1;
85 e->timings.ratio[3] = 0.05;
86 e->timings.ratio[4] = 0.6;
87 e->timings.offset[0] = 0;
88 e->timings.offset[1] = 100;
89 e->timings.offset[2] = 200;
90 e->timings.offset[3] = 300;
91 e->timings.offset[4] = 400;
92
93 e->calculate_oscillators(e->timings);
94
95 for (
int x = 0;
x < e->num_x;
x++) {
96 for (
int y = 0;
y < e->num_y;
y++) {
97 e->animation.dist = e->distance[
x][
y] * 0.8;
98 e->animation.angle = e->polar_theta[
x][
y];
99 e->animation.scale_x = 0.15;
100 e->animation.scale_y = 0.12;
101 e->animation.scale_z = 0.01;
102 e->animation.offset_y = -e->move.linear[0];
103 e->animation.offset_x = 0;
104 e->animation.offset_z = 0;
105 e->animation.z = 30;
107
108 e->animation.offset_y = -e->move.linear[1];
109 e->animation.scale_x = 0.15;
110 e->animation.scale_y = 0.12;
111 e->animation.offset_x = show1 / 100;
112 e->animation.offset_y += show1 / 100;
114
115 e->animation.offset_y = -e->move.linear[2];
116 e->animation.scale_x = 0.15;
117 e->animation.scale_y = 0.12;
118 e->animation.offset_x = show2 / 100;
119 e->animation.offset_y += show2 / 100;
121
122 float linear = (
y) / (e->num_y - 1.f);
123
124 e->pixel.red = linear * show2;
125 e->pixel.green = 0.1 * linear * (show2 - show3);
126 e->pixel.blue = 0;
127
128 e->pixel = e->rgb_sanity_check(e->pixel);
129 e->setPixelColorInternal(
x,
y, e->pixel);
130 }
131 }
132}
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