127 {
128 auto *e = ctx.mEngine.get();
129 e->get_ready();
132 const fl::u8 *perm = PERLIN_NOISE;
133
134 e->timings.master_speed = 0.001;
135 e->timings.ratio[0] = 0.025;
136 e->timings.ratio[1] = 0.027;
137 e->timings.ratio[2] = 0.031;
138 e->timings.ratio[3] = 0.033;
139 e->timings.ratio[4] = 0.037;
140 e->timings.ratio[5] = 0.038;
141 e->timings.ratio[5] = 0.041;
142
143 e->calculate_oscillators(e->timings);
144
145 float size = 0.4 + e->move.directional[0] * 0.1;
146
147 float q = 2;
148
149 for (
int x = 0;
x < e->num_x;
x++) {
150 for (
int y = 0;
y < e->num_y;
y++) {
151
152 e->animation.dist = e->distance[
x][
y];
153 e->animation.angle =
154 5 * e->polar_theta[
x][
y] + 10 * e->move.radial[0] +
155 e->animation.dist / (((e->move.directional[0] + 3) * 2)) +
156 e->move.noise_angle[0] * q;
157 e->animation.z = 5;
158 e->animation.scale_x = 0.08 * size * (e->move.directional[0] + 1.5);
159 e->animation.scale_y = 0.07 * size;
160 e->animation.offset_z = -10 * e->move.linear[0];
161 e->animation.offset_x = -30 * e->move.linear[0];
162 e->animation.offset_y = 0;
163 e->animation.low_limit = 0;
165
166 e->animation.dist = e->distance[
x][
y];
167 e->animation.angle =
168 -5 * e->polar_theta[
x][
y] + 10 * e->move.radial[1] +
169 e->animation.dist / (((e->move.directional[1] + 3) * 2)) +
170 e->move.noise_angle[1] * q;
171 e->animation.z = 500;
172 e->animation.scale_x = 0.07 * size * (e->move.directional[1] + 1.1);
173 e->animation.scale_y = 0.07 * size * (e->move.directional[2] + 1.3);
174 ;
175 e->animation.offset_z = -12 * e->move.linear[1];
176 ;
177 e->animation.offset_x = -(e->num_x - 1) * e->move.linear[1];
178 e->animation.offset_y = 0;
179 e->animation.low_limit = 0;
181
182 e->animation.dist = e->distance[
x][
y];
183 e->animation.angle =
184 -5 * e->polar_theta[
x][
y] + 12 * e->move.radial[2] +
185 e->animation.dist / (((e->move.directional[3] + 3) * 2)) +
186 e->move.noise_angle[2] * q;
187 e->animation.z = 500;
188 e->animation.scale_x = 0.05 * size * (e->move.directional[3] + 1.5);
189 ;
190 e->animation.scale_y = 0.05 * size * (e->move.directional[4] + 1.5);
191 ;
192 e->animation.offset_z = -12 * e->move.linear[3];
193 e->animation.offset_x = -40 * e->move.linear[3];
194 e->animation.offset_y = 0;
195 e->animation.low_limit = 0;
197
198 e->animation.dist = e->distance[
x][
y];
199 e->animation.angle =
200 5 * e->polar_theta[
x][
y] + 12 * e->move.radial[3] +
201 e->animation.dist / (((e->move.directional[5] + 3) * 2)) +
202 e->move.noise_angle[3] * q;
203 e->animation.z = 500;
204 e->animation.scale_x = 0.09 * size * (e->move.directional[5] + 1.5);
205 ;
206 ;
207 e->animation.scale_y = 0.09 * size * (e->move.directional[6] + 1.5);
208 ;
209 ;
210 e->animation.offset_z = 0;
211 e->animation.offset_x = -35 * e->move.linear[3];
212 e->animation.offset_y = 0;
213 e->animation.low_limit = 0;
215
216 e->show5 = e->screen(e->show4, e->show3) - e->show2;
217 e->show6 = e->colordodge(e->show4, e->show1);
218
219 e->show7 = e->multiply(e->show1, e->show2);
220
221 float linear1 =
y / 32.f;
222
223 float radius = e->radial_filter_radius;
224 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
225
226 e->show7 = e->multiply(e->show1, e->show2) * linear1 * 2;
227 e->show8 = e->subtract(e->show7, e->show5);
228
229 e->pixel.green = 0.2 * e->show8;
230 e->pixel.blue = e->show5 * radial;
231 e->pixel.red = (1 * e->show1 + 1 * e->show2) - e->show7 / 2;
232
233 e->pixel = e->rgb_sanity_check(e->pixel);
234
235 e->setPixelColorInternal(
x,
y, e->pixel);
236 }
237 }
238}
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