15 e->timings.master_speed = 0.031;
16 e->timings.ratio[0] = 0.0025;
17 e->timings.ratio[1] = 0.0027;
18 e->timings.ratio[2] = 0.029;
19 e->timings.ratio[3] = 0.33;
20 e->timings.ratio[4] = 0.036;
22 e->calculate_oscillators(e->timings);
24 for (
int x = 0;
x < e->num_x;
x++) {
25 for (
int y = 0;
y < e->num_y;
y++) {
29 e->animation.dist = e->distance[
x][
y] +
30 fl::sinf(0.5 * e->distance[
x][
y] - e->move.radial[3]);
31 e->animation.angle = e->polar_theta[
x][
y];
33 e->animation.scale_x = 0.1 * s;
34 e->animation.scale_y = 0.1 * s;
35 e->animation.offset_z = 0.1 * e->move.linear[0];
36 e->animation.offset_y = -20 * e->move.linear[0];
37 e->animation.offset_x = 10;
38 e->animation.low_limit = 0;
39 e->show1 = e->render_value(e->animation);
41 e->pixel.red = e->show1;
45 e->pixel = e->rgb_sanity_check(e->pixel);
47 e->setPixelColorInternal(
x,
y, e->pixel);
62 const fl::u8 *perm = PERLIN_NOISE;
64 e->timings.master_speed = 0.031;
65 e->timings.ratio[0] = 0.0025;
66 e->timings.ratio[1] = 0.0027;
67 e->timings.ratio[2] = 0.029;
68 e->timings.ratio[3] = 0.33;
69 e->timings.ratio[4] = 0.036;
71 e->calculate_oscillators(e->timings);
73 for (
int x = 0;
x < e->num_x;
x++) {
74 for (
int y = 0;
y < e->num_y;
y++) {
78 e->animation.dist = e->distance[
x][
y] +
79 fl::sinf(0.5 * e->distance[
x][
y] - e->move.radial[3]);
80 e->animation.angle = e->polar_theta[
x][
y];
82 e->animation.scale_x = 0.1 * s;
83 e->animation.scale_y = 0.1 * s;
84 e->animation.offset_z = 0.1 * e->move.linear[0];
85 e->animation.offset_y = -20 * e->move.linear[0];
86 e->animation.offset_x = 10;
87 e->animation.low_limit = 0;
90 e->pixel.red = e->show1;
94 e->pixel = e->rgb_sanity_check(e->pixel);
96 e->setPixelColorInternal(
x,
y, e->pixel);
fl::unique_ptr< Engine > mEngine