78 {
79 auto *e = ctx.mEngine.get();
80 e->get_ready();
83 const fl::u8 *perm = PERLIN_NOISE;
84
85 e->timings.master_speed = 0.031;
86 e->timings.ratio[0] = 0.0025;
87 e->timings.ratio[1] = 0.0027;
88 e->timings.ratio[2] = 0.029;
89 e->timings.ratio[3] = 0.033;
90 e->timings.ratio[4] = 0.036;
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 = 0.8;
98
99 e->animation.dist = (e->distance[
x][
y] * e->distance[
x][
y]) * 0.7;
100 e->animation.angle = e->polar_theta[
x][
y];
101 e->animation.z = 5;
102 e->animation.scale_x = 0.004 * s;
103 e->animation.scale_y = 0.003 * s;
104 e->animation.offset_z = 0.1 * e->move.linear[2];
105 e->animation.offset_y = -20 * e->move.linear[2];
106 e->animation.offset_x = 10;
107 e->animation.low_limit = 0;
109
110 e->animation.dist = (e->distance[
x][
y] * e->distance[
x][
y]) * 0.8;
111 e->animation.angle = e->polar_theta[
x][
y];
112 e->animation.z = 50;
113 e->animation.scale_x = 0.004 * s;
114 e->animation.scale_y = 0.003 * s;
115 e->animation.offset_z = 0.1 * e->move.linear[3];
116 e->animation.offset_y = -20 * e->move.linear[3];
117 e->animation.offset_x = 100;
118 e->animation.low_limit = 0;
120
121 e->animation.dist = (e->distance[
x][
y] * e->distance[
x][
y]) * 0.9;
122 e->animation.angle = e->polar_theta[
x][
y];
123 e->animation.z = 5000;
124 e->animation.scale_x = 0.004 * s;
125 e->animation.scale_y = 0.003 * s;
126 e->animation.offset_z = 0.1 * e->move.linear[4];
127 e->animation.offset_y = -20 * e->move.linear[4];
128 e->animation.offset_x = 1000;
129 e->animation.low_limit = 0;
131
132 e->pixel.red = e->show1 - e->show2 - e->show3;
133 e->pixel.blue = e->show2 - e->show1 - e->show3;
134 e->pixel.green = e->show3 - e->show1 - e->show2;
135
136 e->pixel = e->rgb_sanity_check(e->pixel);
137
138 e->setPixelColorInternal(
x,
y, e->pixel);
139 }
140 }
141}
T * assume_aligned(T *ptr) 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)