FastLED 3.9.15
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◆ draw()

void fl::SpiralMatrix10_FP::draw ( Context & ctx)
overridevirtual

Implements fl::IAnimartrix2Viz.

Definition at line 94 of file spiral_matrix10.cpp.hpp.

94 {
95 auto *e = ctx.mEngine.get();
96 e->get_ready();
97 mState.ensureCache(e);
98 const fl::i32 *fade_lut = fl::assume_aligned<16>(mState.fade_lut);
99 const fl::u8 *perm = PERLIN_NOISE;
100
101 e->timings.master_speed = 0.006;
102 e->timings.ratio[0] = 0.025;
103 e->timings.ratio[1] = 0.027;
104 e->timings.ratio[2] = 0.031;
105 e->timings.ratio[3] = 0.0053;
106 e->timings.ratio[4] = 0.0056;
107 e->timings.ratio[5] = 0.0059;
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
114 float scale = 0.6;
115
116 e->animation.dist = e->distance[x][y];
117 e->animation.angle = e->polar_theta[x][y];
118 e->animation.z = 5;
119 e->animation.scale_x = 0.09 * scale;
120 e->animation.scale_y = 0.09 * scale;
121 e->animation.offset_y = -30 * e->move.linear[0];
122 e->animation.offset_z = 0;
123 e->animation.offset_x = 0;
124 e->animation.low_limit = -1;
125 e->show1 = render_value_fp_from_float(e->animation, fade_lut, perm);
126
127 e->animation.dist = e->distance[x][y];
128 e->animation.angle = e->polar_theta[x][y];
129 e->animation.z = 50;
130 e->animation.scale_x = 0.09 * scale;
131 e->animation.scale_y = 0.09 * scale;
132 e->animation.offset_y = -30 * e->move.linear[1];
133 e->animation.offset_z = 0;
134 e->animation.offset_x = 0;
135 e->animation.low_limit = -1;
136 e->show2 = render_value_fp_from_float(e->animation, fade_lut, perm);
137
138 e->animation.dist = e->distance[x][y];
139 e->animation.angle = e->polar_theta[x][y] + 2 + (e->show1 / 255) * PI;
140 e->animation.z = 5;
141 e->animation.scale_x = 0.09 * scale;
142 e->animation.scale_y = 0.09 * scale;
143 e->animation.offset_y = -10 * e->move.linear[0];
144 e->animation.offset_z = 0;
145 e->animation.offset_x = 0;
146 e->animation.low_limit = 0;
147 e->show3 = render_value_fp_from_float(e->animation, fade_lut, perm);
148
149 e->animation.dist = e->distance[x][y];
150 e->animation.angle = e->polar_theta[x][y] + 2 + (e->show2 / 255) * PI;
151 ;
152 e->animation.z = 5;
153 e->animation.scale_x = 0.09 * scale;
154 e->animation.scale_y = 0.09 * scale;
155 e->animation.offset_y = -20 * e->move.linear[0];
156 e->animation.offset_z = 0;
157 e->animation.offset_x = 0;
158 e->animation.low_limit = 0;
159 e->show4 = render_value_fp_from_float(e->animation, fade_lut, perm);
160
161 e->show5 = e->screen(e->show4, e->show3);
162 e->show6 = e->colordodge(e->show5, e->show3);
163
164 e->pixel.red = (e->show5 + e->show6) / 2;
165 e->pixel.green = (e->show5 - 50) + (e->show6 / 16);
166 e->pixel.blue = 0;
167
168 e->pixel = e->rgb_sanity_check(e->pixel);
169
170 e->setPixelColorInternal(x, y, e->pixel);
171 }
172 }
173}
fl::UISlider scale("Scale", 4,.1, 4,.1)
#define PI
unsigned char u8
Definition s16x16x4.h:132
T * assume_aligned(T *ptr) FL_NOEXCEPT
Definition s16x16x4.h:126
FASTLED_FORCE_INLINE fl::i32 render_value_fp_from_float(const render_parameters &anim, const fl::i32 *fade_lut, const fl::u8 *perm)

References fl::fl::assume_aligned(), fl::Context::mEngine, mState, PI, fl::render_value_fp_from_float(), scale, fl::x, and fl::y.

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