93 {
94 auto *e = ctx.mEngine.get();
95 e->get_ready();
98 const fl::u8 *perm = PERLIN_NOISE;
99
100 e->timings.master_speed = 0.02;
101 e->timings.ratio[0] = 0.0025;
102 e->timings.ratio[1] = 0.0027;
103 e->timings.ratio[2] = 0.0031;
104 e->timings.ratio[3] = 0.0033;
105 e->timings.ratio[4] = 0.0036;
106 e->timings.ratio[5] = 0.0039;
107
108 e->calculate_oscillators(e->timings);
109
110 for (
int x = 0;
x < e->num_x;
x++) {
111 for (
int y = 0;
y < e->num_y;
y++) {
112 e->animation.dist = e->distance[
x][
y];
113 e->animation.angle = 5 * e->polar_theta[
x][
y] +
114 5 * e->move.noise_angle[0] +
115 e->animation.dist * 0.1;
116 e->animation.z = 5;
117 e->animation.scale_x = 0.05;
118 e->animation.scale_y = 0.05;
119 e->animation.offset_z = 50 * e->move.linear[0];
120 e->animation.offset_x = 50 * e->move.noise_angle[0];
121 e->animation.offset_y = 50 * e->move.noise_angle[1];
123
124 e->animation.angle = 6 * e->polar_theta[
x][
y] +
125 5 * e->move.noise_angle[1] +
126 e->animation.dist * 0.15;
127 e->animation.z = 5;
128 e->animation.scale_x = 0.05;
129 e->animation.scale_y = 0.05;
130 e->animation.offset_z = 50 * e->move.linear[1];
131 e->animation.offset_x = 50 * e->move.noise_angle[1];
132 e->animation.offset_y = 50 * e->move.noise_angle[2];
134
135 e->animation.angle = 5;
136 e->animation.z = 5;
137 e->animation.scale_x = 0.10;
138 e->animation.scale_y = 0.10;
139 e->animation.offset_z = 10 * e->move.linear[2];
140 e->animation.offset_x = 10 * e->move.noise_angle[2];
141 e->animation.offset_y = 10 * e->move.noise_angle[3];
143
144 e->animation.angle = 15;
145 e->animation.z = 15;
146 e->animation.scale_x = 0.10;
147 e->animation.scale_y = 0.10;
148 e->animation.offset_z = 10 * e->move.linear[3];
149 e->animation.offset_x = 10 * e->move.noise_angle[3];
150 e->animation.offset_y = 10 * e->move.noise_angle[4];
152
153 e->animation.angle = 2;
154 e->animation.z = 15;
155 e->animation.scale_x = 0.15;
156 e->animation.scale_y = 0.15;
157 e->animation.offset_z = 10 * e->move.linear[4];
158 e->animation.offset_x = 10 * e->move.noise_angle[4];
159 e->animation.offset_y = 10 * e->move.noise_angle[5];
161
162 e->pixel.red = show1 - show4;
163 e->pixel.green = show2 - show5;
164 e->pixel.blue = show3 - show2 + show1;
165
166 e->pixel = e->rgb_sanity_check(e->pixel);
167 e->setPixelColorInternal(
x,
y, e->pixel);
168 }
169 }
170}
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