75 {
76 auto *e = ctx.mEngine.get();
77 e->get_ready();
80 const fl::u8 *perm = PERLIN_NOISE;
81
82 e->timings.master_speed = 0.005;
83
84 float w = 0.3;
85
86 e->timings.ratio[0] = 0.01;
87 e->timings.ratio[1] = 0.011;
88 e->timings.ratio[2] = 0.029;
89 e->timings.ratio[3] = 0.33 * w;
90 e->timings.ratio[4] = 0.36 * w;
91
92 e->calculate_oscillators(e->timings);
93
94 for (
int x = 0;
x < e->num_x;
x++) {
95 for (
int y = 0;
y < e->num_y;
y++) {
96
97 float s = 0.7;
98
99 e->animation.dist =
100 2 + e->distance[
x][
y] +
101 2 *
fl::sinf(0.25 * e->distance[
x][
y] - e->move.radial[3]);
102 e->animation.angle = e->polar_theta[
x][
y];
103 e->animation.z = 5;
104 e->animation.scale_x = 0.1 * s;
105 e->animation.scale_y = 0.1 * s;
106 e->animation.offset_z = 10 * e->move.linear[0];
107 e->animation.offset_y = -20 * e->move.linear[0];
108 e->animation.offset_x = 10;
109 e->animation.low_limit = 0;
111
112 e->animation.dist =
113 2 + e->distance[
x][
y] +
114 2 *
fl::sinf(0.24 * e->distance[
x][
y] - e->move.radial[4]);
115 e->animation.angle = e->polar_theta[
x][
y];
116 e->animation.z = 10;
117 e->animation.scale_x = 0.1 * s;
118 e->animation.scale_y = 0.1 * s;
119 e->animation.offset_z = 0.1 * e->move.linear[1];
120 e->animation.offset_y = -20 * e->move.linear[1];
121 e->animation.offset_x = 10;
122 e->animation.low_limit = 0;
124
125 e->pixel.red = (e->show1 + e->show2);
126 e->pixel.green = ((e->show1 + e->show2) * 0.6) - 50;
127 e->pixel.blue = 0;
128
129 e->pixel = e->rgb_sanity_check(e->pixel);
130
131 e->setPixelColorInternal(
x,
y, e->pixel);
132 }
133 }
134}
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
float sinf(float value) FL_NO_EXCEPT