74 {
75 auto *e = ctx.mEngine.get();
76 e->get_ready();
79 const fl::u8 *perm = PERLIN_NOISE;
80
81 e->timings.master_speed = 0.005;
82
83 float w = 0.3;
84
85 e->timings.ratio[0] = 0.01;
86 e->timings.ratio[1] = 0.011;
87 e->timings.ratio[2] = 0.029;
88 e->timings.ratio[3] = 0.33 * w;
89 e->timings.ratio[4] = 0.36 * w;
90
91 e->calculate_oscillators(e->timings);
92
93 for (
int x = 0;
x < e->num_x;
x++) {
94 for (
int y = 0;
y < e->num_y;
y++) {
95
96 float s = 0.7;
97
98 e->animation.dist =
99 2 + e->distance[
x][
y] +
100 2 *
fl::sinf(0.25 * e->distance[
x][
y] - e->move.radial[3]);
101 e->animation.angle = e->polar_theta[
x][
y];
102 e->animation.z = 5;
103 e->animation.scale_x = 0.1 * s;
104 e->animation.scale_y = 0.1 * s;
105 e->animation.offset_z = 10 * e->move.linear[0];
106 e->animation.offset_y = -20 * e->move.linear[0];
107 e->animation.offset_x = 10;
108 e->animation.low_limit = 0;
110
111 e->animation.dist =
112 2 + e->distance[
x][
y] +
113 2 *
fl::sinf(0.24 * e->distance[
x][
y] - e->move.radial[4]);
114 e->animation.angle = e->polar_theta[
x][
y];
115 e->animation.z = 10;
116 e->animation.scale_x = 0.1 * s;
117 e->animation.scale_y = 0.1 * s;
118 e->animation.offset_z = 0.1 * e->move.linear[1];
119 e->animation.offset_y = -20 * e->move.linear[1];
120 e->animation.offset_x = 10;
121 e->animation.low_limit = 0;
123
124 e->pixel.red = (e->show1 + e->show2);
125 e->pixel.green = ((e->show1 + e->show2) * 0.6) - 50;
126 e->pixel.blue = 0;
127
128 e->pixel = e->rgb_sanity_check(e->pixel);
129
130 e->setPixelColorInternal(
x,
y, e->pixel);
131 }
132 }
133}
T * assume_aligned(T *ptr) FL_NOEXCEPT
float sinf(float value) 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)