15 e->timings.master_speed = 0.002;
16 e->timings.ratio[0] = 0.02;
17 e->timings.ratio[1] = 0.03;
18 e->timings.ratio[2] = 0.04;
19 e->timings.ratio[3] = 0.05;
20 e->timings.ratio[4] = 0.6;
21 e->timings.offset[0] = 0;
22 e->timings.offset[1] = 100;
23 e->timings.offset[2] = 200;
24 e->timings.offset[3] = 300;
25 e->timings.offset[4] = 400;
27 e->calculate_oscillators(e->timings);
29 for (
int x = 0;
x < e->num_x;
x++) {
30 for (
int y = 0;
y < e->num_y;
y++) {
31 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[0]) / 3;
32 e->animation.angle = 2 * e->polar_theta[
x][
y] +
33 3 * e->move.noise_angle[0] + e->move.radial[4];
34 e->animation.scale_x = 0.1;
35 e->animation.scale_y = 0.1;
36 e->animation.scale_z = 0.1;
37 e->animation.offset_y = 2 * e->move.linear[0];
38 e->animation.offset_x = 0;
39 e->animation.offset_z = 0;
40 e->animation.z = e->move.linear[0];
41 float show1 = e->render_value(e->animation);
43 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[1]) / 3;
44 e->animation.angle = 2 * e->polar_theta[
x][
y] +
45 3 * e->move.noise_angle[1] + e->move.radial[4];
46 e->animation.offset_x = 2 * e->move.linear[1];
47 e->animation.z = e->move.linear[1];
48 float show2 = e->render_value(e->animation);
50 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[2]) / 3;
51 e->animation.angle = 2 * e->polar_theta[
x][
y] +
52 3 * e->move.noise_angle[2] + e->move.radial[4];
53 e->animation.offset_y = 2 * e->move.linear[2];
54 e->animation.z = e->move.linear[2];
55 float show3 = e->render_value(e->animation);
57 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[3]) / 3;
58 e->animation.angle = 2 * e->polar_theta[
x][
y] +
59 3 * e->move.noise_angle[3] + e->move.radial[4];
60 e->animation.offset_x = 2 * e->move.linear[3];
61 e->animation.z = e->move.linear[3];
62 float show4 = e->render_value(e->animation);
65 e->pixel.green = show3 * e->distance[
x][
y] / 10;
66 e->pixel.blue = (show2 + show4) / 2;
68 e->pixel = e->rgb_sanity_check(e->pixel);
69 e->setPixelColorInternal(
x,
y, e->pixel);
84 const fl::u8 *perm = PERLIN_NOISE;
86 e->timings.master_speed = 0.002;
87 e->timings.ratio[0] = 0.02;
88 e->timings.ratio[1] = 0.03;
89 e->timings.ratio[2] = 0.04;
90 e->timings.ratio[3] = 0.05;
91 e->timings.ratio[4] = 0.6;
92 e->timings.offset[0] = 0;
93 e->timings.offset[1] = 100;
94 e->timings.offset[2] = 200;
95 e->timings.offset[3] = 300;
96 e->timings.offset[4] = 400;
98 e->calculate_oscillators(e->timings);
100 for (
int x = 0;
x < e->num_x;
x++) {
101 for (
int y = 0;
y < e->num_y;
y++) {
102 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[0]) / 3;
103 e->animation.angle = 2 * e->polar_theta[
x][
y] +
104 3 * e->move.noise_angle[0] + e->move.radial[4];
105 e->animation.scale_x = 0.1;
106 e->animation.scale_y = 0.1;
107 e->animation.scale_z = 0.1;
108 e->animation.offset_y = 2 * e->move.linear[0];
109 e->animation.offset_x = 0;
110 e->animation.offset_z = 0;
111 e->animation.z = e->move.linear[0];
114 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[1]) / 3;
115 e->animation.angle = 2 * e->polar_theta[
x][
y] +
116 3 * e->move.noise_angle[1] + e->move.radial[4];
117 e->animation.offset_x = 2 * e->move.linear[1];
118 e->animation.z = e->move.linear[1];
121 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[2]) / 3;
122 e->animation.angle = 2 * e->polar_theta[
x][
y] +
123 3 * e->move.noise_angle[2] + e->move.radial[4];
124 e->animation.offset_y = 2 * e->move.linear[2];
125 e->animation.z = e->move.linear[2];
128 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[3]) / 3;
129 e->animation.angle = 2 * e->polar_theta[
x][
y] +
130 3 * e->move.noise_angle[3] + e->move.radial[4];
131 e->animation.offset_x = 2 * e->move.linear[3];
132 e->animation.z = e->move.linear[3];
135 e->pixel.red = show1;
136 e->pixel.green = show3 * e->distance[
x][
y] / 10;
137 e->pixel.blue = (show2 + show4) / 2;
139 e->pixel = e->rgb_sanity_check(e->pixel);
140 e->setPixelColorInternal(
x,
y, e->pixel);
fl::unique_ptr< Engine > mEngine