126 {
127 auto *e = ctx.mEngine.get();
128 e->get_ready();
131 const fl::u8 *perm = PERLIN_NOISE;
132
133 e->timings.master_speed = 0.001;
134 e->timings.ratio[0] = 0.025;
135 e->timings.ratio[1] = 0.027;
136 e->timings.ratio[2] = 0.031;
137 e->timings.ratio[3] = 0.033;
138 e->timings.ratio[4] = 0.037;
139 e->timings.ratio[5] = 0.038;
140 e->timings.ratio[5] = 0.041;
141
142 e->calculate_oscillators(e->timings);
143
144 float size = 0.4 + e->move.directional[0] * 0.1;
145
146 float q = 2;
147
148 for (
int x = 0;
x < e->num_x;
x++) {
149 for (
int y = 0;
y < e->num_y;
y++) {
150
151 e->animation.dist = e->distance[
x][
y];
152 e->animation.angle =
153 5 * e->polar_theta[
x][
y] + 10 * e->move.radial[0] +
154 e->animation.dist / (((e->move.directional[0] + 3) * 2)) +
155 e->move.noise_angle[0] * q;
156 e->animation.z = 5;
157 e->animation.scale_x = 0.08 * size * (e->move.directional[0] + 1.5);
158 e->animation.scale_y = 0.07 * size;
159 e->animation.offset_z = -10 * e->move.linear[0];
160 e->animation.offset_x = -30 * e->move.linear[0];
161 e->animation.offset_y = 0;
162 e->animation.low_limit = 0;
164
165 e->animation.dist = e->distance[
x][
y];
166 e->animation.angle =
167 -5 * e->polar_theta[
x][
y] + 10 * e->move.radial[1] +
168 e->animation.dist / (((e->move.directional[1] + 3) * 2)) +
169 e->move.noise_angle[1] * q;
170 e->animation.z = 500;
171 e->animation.scale_x = 0.07 * size * (e->move.directional[1] + 1.1);
172 e->animation.scale_y = 0.07 * size * (e->move.directional[2] + 1.3);
173 ;
174 e->animation.offset_z = -12 * e->move.linear[1];
175 ;
176 e->animation.offset_x = -(e->num_x - 1) * e->move.linear[1];
177 e->animation.offset_y = 0;
178 e->animation.low_limit = 0;
180
181 e->animation.dist = e->distance[
x][
y];
182 e->animation.angle =
183 -5 * e->polar_theta[
x][
y] + 12 * e->move.radial[2] +
184 e->animation.dist / (((e->move.directional[3] + 3) * 2)) +
185 e->move.noise_angle[2] * q;
186 e->animation.z = 500;
187 e->animation.scale_x = 0.05 * size * (e->move.directional[3] + 1.5);
188 ;
189 e->animation.scale_y = 0.05 * size * (e->move.directional[4] + 1.5);
190 ;
191 e->animation.offset_z = -12 * e->move.linear[3];
192 e->animation.offset_x = -40 * e->move.linear[3];
193 e->animation.offset_y = 0;
194 e->animation.low_limit = 0;
196
197 e->animation.dist = e->distance[
x][
y];
198 e->animation.angle =
199 5 * e->polar_theta[
x][
y] + 12 * e->move.radial[3] +
200 e->animation.dist / (((e->move.directional[5] + 3) * 2)) +
201 e->move.noise_angle[3] * q;
202 e->animation.z = 500;
203 e->animation.scale_x = 0.09 * size * (e->move.directional[5] + 1.5);
204 ;
205 ;
206 e->animation.scale_y = 0.09 * size * (e->move.directional[6] + 1.5);
207 ;
208 ;
209 e->animation.offset_z = 0;
210 e->animation.offset_x = -35 * e->move.linear[3];
211 e->animation.offset_y = 0;
212 e->animation.low_limit = 0;
214
215 e->show5 = e->screen(e->show4, e->show3) - e->show2;
216 e->show6 = e->colordodge(e->show4, e->show1);
217
218 e->show7 = e->multiply(e->show1, e->show2);
219
220 float linear1 =
y / 32.f;
221
222 float radius = e->radial_filter_radius;
223 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
224
225 e->show7 = e->multiply(e->show1, e->show2) * linear1 * 2;
226 e->show8 = e->subtract(e->show7, e->show5);
227
228 e->pixel.green = 0.2 * e->show8;
229 e->pixel.blue = e->show5 * radial;
230 e->pixel.red = (1 * e->show1 + 1 * e->show2) - e->show7 / 2;
231
232 e->pixel = e->rgb_sanity_check(e->pixel);
233
234 e->setPixelColorInternal(
x,
y, e->pixel);
235 }
236 }
237}
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)