FastLED 3.9.15
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◆ draw()

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

Implements fl::IAnimartrix2Viz.

Definition at line 98 of file complex_kaleido.cpp.hpp.

98 {
99 auto *e = ctx.mEngine.get();
100 e->get_ready();
101 mState.ensureCache(e);
102 const fl::i32 *fade_lut = fl::assume_aligned<16>(mState.fade_lut);
103 const fl::u8 *perm = PERLIN_NOISE;
104
105 e->timings.master_speed = 0.009;
106 e->timings.ratio[0] = 0.025;
107 e->timings.ratio[1] = 0.027;
108 e->timings.ratio[2] = 0.031;
109 e->timings.ratio[3] = 0.0053;
110 e->timings.ratio[4] = 0.0056;
111 e->timings.ratio[5] = 0.0059;
112
113 e->calculate_oscillators(e->timings);
114
115 for (int x = 0; x < e->num_x; x++) {
116 for (int y = 0; y < e->num_y; y++) {
117
118 e->animation.dist = e->distance[x][y];
119 e->animation.angle = 5 * e->polar_theta[x][y] + 10 * e->move.radial[0] +
120 e->animation.dist / 2;
121 e->animation.z = 5;
122 e->animation.scale_x = 0.07;
123 e->animation.scale_y = 0.07;
124 e->animation.offset_z = 0;
125 e->animation.offset_x = -30 * e->move.linear[0];
126 e->animation.offset_y = 0;
127 e->animation.low_limit = 0;
128 e->show1 = render_value_fp_from_float(e->animation, fade_lut, perm);
129
130 e->animation.dist = e->distance[x][y];
131 e->animation.angle = -5 * e->polar_theta[x][y] + 12 * e->move.radial[1] +
132 e->animation.dist / 2;
133 e->animation.z = 500;
134 e->animation.scale_x = 0.07;
135 e->animation.scale_y = 0.07;
136 e->animation.offset_z = 0;
137 e->animation.offset_x = -30 * e->move.linear[1];
138 e->animation.offset_y = 0;
139 e->animation.low_limit = 0;
140 e->show2 = render_value_fp_from_float(e->animation, fade_lut, perm);
141
142 e->animation.dist = e->distance[x][y];
143 e->animation.angle = -5 * e->polar_theta[x][y] + 12 * e->move.radial[2] +
144 e->animation.dist / 2;
145 e->animation.z = 500;
146 e->animation.scale_x = 0.05;
147 e->animation.scale_y = 0.05;
148 e->animation.offset_z = 0;
149 e->animation.offset_x = -40 * e->move.linear[2];
150 e->animation.offset_y = 0;
151 e->animation.low_limit = 0;
152 e->show3 = render_value_fp_from_float(e->animation, fade_lut, perm);
153
154 e->animation.dist = e->distance[x][y];
155 e->animation.angle = 5 * e->polar_theta[x][y] + 12 * e->move.radial[3] +
156 e->animation.dist / 2;
157 e->animation.z = 500;
158 e->animation.scale_x = 0.09;
159 e->animation.scale_y = 0.09;
160 e->animation.offset_z = 0;
161 e->animation.offset_x = -35 * e->move.linear[3];
162 e->animation.offset_y = 0;
163 e->animation.low_limit = 0;
164 e->show4 = render_value_fp_from_float(e->animation, fade_lut, perm);
165
166 e->show5 = e->screen(e->show4, e->show3);
167 e->show6 = e->colordodge(e->show2, e->show3);
168
169 float radius = e->radial_filter_radius;
170 float radial = (radius - e->distance[x][y]) / e->distance[x][y];
171
172 e->pixel.red = radial * (e->show1 + e->show2);
173 e->pixel.green = 0.3 * radial * e->show6;
174 e->pixel.blue = radial * e->show5;
175
176 e->pixel = e->rgb_sanity_check(e->pixel);
177
178 e->setPixelColorInternal(x, y, e->pixel);
179 }
180 }
181}
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, fl::render_value_fp_from_float(), fl::x, and fl::y.

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