108 {
109 auto *e = ctx.mEngine.get();
110 e->get_ready();
113 const fl::u8 *perm = PERLIN_NOISE;
114
115 e->timings.master_speed = 0.03;
116 e->timings.ratio[0] = 0.025;
117 e->timings.ratio[1] = 0.027;
118 e->timings.ratio[2] = 0.031;
119 e->timings.ratio[3] = 0.0053;
120 e->timings.ratio[4] = 0.0056;
121 e->timings.ratio[5] = 0.0059;
122
123 e->calculate_oscillators(e->timings);
124
125 for (
int x = 0;
x < e->num_x;
x++) {
126 for (
int y = 0;
y < e->num_y;
y++) {
127
128 e->animation.dist = e->distance[
x][
y] * (e->move.directional[0]);
129 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[0];
130 e->animation.z = 5;
131 e->animation.scale_x = 0.09;
132 e->animation.scale_y = 0.09;
133 e->animation.offset_z = 5 * e->move.linear[0];
134 e->animation.offset_x = 0;
135 e->animation.offset_y = 0;
137
138 e->animation.dist = e->distance[
x][
y] * e->move.directional[1];
139 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[1];
140 e->animation.z = 50;
141 e->animation.scale_x = 0.07;
142 e->animation.scale_y = 0.07;
143 e->animation.offset_z = 5 * e->move.linear[1];
144 e->animation.offset_x = 0;
145 e->animation.offset_y = 0;
147
148 e->animation.dist = e->distance[
x][
y] * e->move.directional[2];
149 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[2];
150 e->animation.z = 500;
151 e->animation.scale_x = 0.05;
152 e->animation.scale_y = 0.05;
153 e->animation.offset_z = 5 * e->move.linear[2];
154 e->animation.offset_x = 0;
155 e->animation.offset_y = 0;
157
158 e->animation.dist = e->distance[
x][
y] * (e->move.directional[3]);
159 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[3];
160 e->animation.z = 5;
161 e->animation.scale_x = 0.09;
162 e->animation.scale_y = 0.09;
163 e->animation.offset_z = 5 * e->move.linear[3];
164 e->animation.offset_x = 0;
165 e->animation.offset_y = 0;
167
168 e->animation.dist = e->distance[
x][
y] * e->move.directional[4];
169 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[4];
170 e->animation.z = 50;
171 e->animation.scale_x = 0.07;
172 e->animation.scale_y = 0.07;
173 e->animation.offset_z = 5 * e->move.linear[4];
174 e->animation.offset_x = 0;
175 e->animation.offset_y = 0;
177
178 e->animation.dist = e->distance[
x][
y] * e->move.directional[5];
179 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[5];
180 e->animation.z = 500;
181 e->animation.scale_x = 0.05;
182 e->animation.scale_y = 0.05;
183 e->animation.offset_z = 5 * e->move.linear[5];
184 e->animation.offset_x = 0;
185 e->animation.offset_y = 0;
187
188 float radius = e->radial_filter_radius;
189 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
190
191 e->pixel.red = radial * e->add(show1, show4);
192 e->pixel.green = radial * e->colordodge(show2, show5);
193 e->pixel.blue = radial * e->screen(show3, show6);
194
195 e->pixel = e->rgb_sanity_check(e->pixel);
196
197 e->setPixelColorInternal(
x,
y, e->pixel);
198 }
199 }
200}
T * assume_aligned(T *ptr) FL_NO_EXCEPT
FASTLED_FORCE_INLINE fl::i32 render_value_fp_from_float(const render_parameters &anim, const fl::i32 *fade_lut, const fl::u8 *perm) FL_NO_EXCEPT