FastLED 3.9.15
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◆ draw()

void fl::SpiralMatrix5::draw ( Context & ctx)
overridevirtual

Implements fl::IAnimartrix2Viz.

Definition at line 11 of file spiral_matrix5.cpp.hpp.

11 {
12 auto *e = ctx.mEngine.get();
13 e->get_ready();
14
15 e->timings.master_speed = 0.03;
16 e->timings.ratio[0] = 0.025;
17 e->timings.ratio[1] = 0.027;
18 e->timings.ratio[2] = 0.031;
19 e->timings.ratio[3] = 0.0053;
20 e->timings.ratio[4] = 0.0056;
21 e->timings.ratio[5] = 0.0059;
22
23 e->calculate_oscillators(e->timings);
24
25 for (int x = 0; x < e->num_x; x++) {
26 for (int y = 0; y < e->num_y; y++) {
27
28 e->animation.dist = e->distance[x][y] * (e->move.directional[0]);
29 e->animation.angle = e->polar_theta[x][y] + e->move.radial[0];
30 e->animation.z = 5;
31 e->animation.scale_x = 0.09;
32 e->animation.scale_y = 0.09;
33 e->animation.offset_z = 5 * e->move.linear[0];
34 e->animation.offset_x = 0;
35 e->animation.offset_y = 0;
36 float show1 = e->render_value(e->animation);
37
38 e->animation.dist = e->distance[x][y] * e->move.directional[1];
39 e->animation.angle = e->polar_theta[x][y] + e->move.radial[1];
40 e->animation.z = 50;
41 e->animation.scale_x = 0.07;
42 e->animation.scale_y = 0.07;
43 e->animation.offset_z = 5 * e->move.linear[1];
44 e->animation.offset_x = 0;
45 e->animation.offset_y = 0;
46 float show2 = e->render_value(e->animation);
47
48 e->animation.dist = e->distance[x][y] * e->move.directional[2];
49 e->animation.angle = e->polar_theta[x][y] + e->move.radial[2];
50 e->animation.z = 500;
51 e->animation.scale_x = 0.05;
52 e->animation.scale_y = 0.05;
53 e->animation.offset_z = 5 * e->move.linear[2];
54 e->animation.offset_x = 0;
55 e->animation.offset_y = 0;
56 float show3 = e->render_value(e->animation);
57
58 e->animation.dist = e->distance[x][y] * (e->move.directional[3]);
59 e->animation.angle = e->polar_theta[x][y] + e->move.radial[3];
60 e->animation.z = 5;
61 e->animation.scale_x = 0.09;
62 e->animation.scale_y = 0.09;
63 e->animation.offset_z = 5 * e->move.linear[3];
64 e->animation.offset_x = 0;
65 e->animation.offset_y = 0;
66 float show4 = e->render_value(e->animation);
67
68 e->animation.dist = e->distance[x][y] * e->move.directional[4];
69 e->animation.angle = e->polar_theta[x][y] + e->move.radial[4];
70 e->animation.z = 50;
71 e->animation.scale_x = 0.07;
72 e->animation.scale_y = 0.07;
73 e->animation.offset_z = 5 * e->move.linear[4];
74 e->animation.offset_x = 0;
75 e->animation.offset_y = 0;
76 float show5 = e->render_value(e->animation);
77
78 e->animation.dist = e->distance[x][y] * e->move.directional[5];
79 e->animation.angle = e->polar_theta[x][y] + e->move.radial[5];
80 e->animation.z = 500;
81 e->animation.scale_x = 0.05;
82 e->animation.scale_y = 0.05;
83 e->animation.offset_z = 5 * e->move.linear[5];
84 e->animation.offset_x = 0;
85 e->animation.offset_y = 0;
86 float show6 = e->render_value(e->animation);
87
88 float radius = e->radial_filter_radius;
89 float radial = (radius - e->distance[x][y]) / e->distance[x][y];
90
91 e->pixel.red = radial * e->add(show1, show4);
92 e->pixel.green = radial * e->colordodge(show2, show5);
93 e->pixel.blue = radial * e->screen(show3, show6);
94
95 e->pixel = e->rgb_sanity_check(e->pixel);
96
97 e->setPixelColorInternal(x, y, e->pixel);
98 }
99 }
100}

References fl::Context::mEngine, fl::x, and fl::y.