107 {
108 auto *e = ctx.mEngine.get();
109 e->get_ready();
112 const fl::u8 *perm = PERLIN_NOISE;
113
114 e->timings.master_speed = 0.03;
115 e->timings.ratio[0] = 0.025;
116 e->timings.ratio[1] = 0.027;
117 e->timings.ratio[2] = 0.031;
118 e->timings.ratio[3] = 0.0053;
119 e->timings.ratio[4] = 0.0056;
120 e->timings.ratio[5] = 0.0059;
121
122 e->calculate_oscillators(e->timings);
123
124 for (
int x = 0;
x < e->num_x;
x++) {
125 for (
int y = 0;
y < e->num_y;
y++) {
126
127 e->animation.dist = e->distance[
x][
y] * (e->move.directional[0]);
128 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[0];
129 e->animation.z = 5;
130 e->animation.scale_x = 0.09;
131 e->animation.scale_y = 0.09;
132 e->animation.offset_z = 5 * e->move.linear[0];
133 e->animation.offset_x = 0;
134 e->animation.offset_y = 0;
136
137 e->animation.dist = e->distance[
x][
y] * e->move.directional[1];
138 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[1];
139 e->animation.z = 50;
140 e->animation.scale_x = 0.07;
141 e->animation.scale_y = 0.07;
142 e->animation.offset_z = 5 * e->move.linear[1];
143 e->animation.offset_x = 0;
144 e->animation.offset_y = 0;
146
147 e->animation.dist = e->distance[
x][
y] * e->move.directional[2];
148 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[2];
149 e->animation.z = 500;
150 e->animation.scale_x = 0.05;
151 e->animation.scale_y = 0.05;
152 e->animation.offset_z = 5 * e->move.linear[2];
153 e->animation.offset_x = 0;
154 e->animation.offset_y = 0;
156
157 e->animation.dist = e->distance[
x][
y] * (e->move.directional[3]);
158 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[3];
159 e->animation.z = 5;
160 e->animation.scale_x = 0.09;
161 e->animation.scale_y = 0.09;
162 e->animation.offset_z = 5 * e->move.linear[3];
163 e->animation.offset_x = 0;
164 e->animation.offset_y = 0;
166
167 e->animation.dist = e->distance[
x][
y] * e->move.directional[4];
168 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[4];
169 e->animation.z = 50;
170 e->animation.scale_x = 0.07;
171 e->animation.scale_y = 0.07;
172 e->animation.offset_z = 5 * e->move.linear[4];
173 e->animation.offset_x = 0;
174 e->animation.offset_y = 0;
176
177 e->animation.dist = e->distance[
x][
y] * e->move.directional[5];
178 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[5];
179 e->animation.z = 500;
180 e->animation.scale_x = 0.05;
181 e->animation.scale_y = 0.05;
182 e->animation.offset_z = 5 * e->move.linear[5];
183 e->animation.offset_x = 0;
184 e->animation.offset_y = 0;
186
187 float radius = e->radial_filter_radius;
188 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
189
190 e->pixel.red = radial * e->add(show1, show4);
191 e->pixel.green = radial * e->colordodge(show2, show5);
192 e->pixel.blue = radial * e->screen(show3, show6);
193
194 e->pixel = e->rgb_sanity_check(e->pixel);
195
196 e->setPixelColorInternal(
x,
y, e->pixel);
197 }
198 }
199}
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)