FastLED 3.9.15
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◆ draw()

void fl::Big_Caleido_FP::draw ( Context & ctx)
overridevirtual

Implements fl::IAnimartrix2Viz.

Definition at line 92 of file big_caleido.cpp.hpp.

92 {
93 auto *e = ctx.mEngine.get();
94 e->get_ready();
95 mState.ensureCache(e);
96 const fl::i32 *fade_lut = fl::assume_aligned<16>(mState.fade_lut);
97 const fl::u8 *perm = PERLIN_NOISE;
98
99 e->timings.master_speed = 0.02;
100 e->timings.ratio[0] = 0.0025;
101 e->timings.ratio[1] = 0.0027;
102 e->timings.ratio[2] = 0.0031;
103 e->timings.ratio[3] = 0.0033;
104 e->timings.ratio[4] = 0.0036;
105 e->timings.ratio[5] = 0.0039;
106
107 e->calculate_oscillators(e->timings);
108
109 for (int x = 0; x < e->num_x; x++) {
110 for (int y = 0; y < e->num_y; y++) {
111 e->animation.dist = e->distance[x][y];
112 e->animation.angle = 5 * e->polar_theta[x][y] +
113 5 * e->move.noise_angle[0] +
114 e->animation.dist * 0.1;
115 e->animation.z = 5;
116 e->animation.scale_x = 0.05;
117 e->animation.scale_y = 0.05;
118 e->animation.offset_z = 50 * e->move.linear[0];
119 e->animation.offset_x = 50 * e->move.noise_angle[0];
120 e->animation.offset_y = 50 * e->move.noise_angle[1];
121 float show1 = render_value_fp_from_float(e->animation, fade_lut, perm);
122
123 e->animation.angle = 6 * e->polar_theta[x][y] +
124 5 * e->move.noise_angle[1] +
125 e->animation.dist * 0.15;
126 e->animation.z = 5;
127 e->animation.scale_x = 0.05;
128 e->animation.scale_y = 0.05;
129 e->animation.offset_z = 50 * e->move.linear[1];
130 e->animation.offset_x = 50 * e->move.noise_angle[1];
131 e->animation.offset_y = 50 * e->move.noise_angle[2];
132 float show2 = render_value_fp_from_float(e->animation, fade_lut, perm);
133
134 e->animation.angle = 5;
135 e->animation.z = 5;
136 e->animation.scale_x = 0.10;
137 e->animation.scale_y = 0.10;
138 e->animation.offset_z = 10 * e->move.linear[2];
139 e->animation.offset_x = 10 * e->move.noise_angle[2];
140 e->animation.offset_y = 10 * e->move.noise_angle[3];
141 float show3 = render_value_fp_from_float(e->animation, fade_lut, perm);
142
143 e->animation.angle = 15;
144 e->animation.z = 15;
145 e->animation.scale_x = 0.10;
146 e->animation.scale_y = 0.10;
147 e->animation.offset_z = 10 * e->move.linear[3];
148 e->animation.offset_x = 10 * e->move.noise_angle[3];
149 e->animation.offset_y = 10 * e->move.noise_angle[4];
150 float show4 = render_value_fp_from_float(e->animation, fade_lut, perm);
151
152 e->animation.angle = 2;
153 e->animation.z = 15;
154 e->animation.scale_x = 0.15;
155 e->animation.scale_y = 0.15;
156 e->animation.offset_z = 10 * e->move.linear[4];
157 e->animation.offset_x = 10 * e->move.noise_angle[4];
158 e->animation.offset_y = 10 * e->move.noise_angle[5];
159 float show5 = render_value_fp_from_float(e->animation, fade_lut, perm);
160
161 e->pixel.red = show1 - show4;
162 e->pixel.green = show2 - show5;
163 e->pixel.blue = show3 - show2 + show1;
164
165 e->pixel = e->rgb_sanity_check(e->pixel);
166 e->setPixelColorInternal(x, y, e->pixel);
167 }
168 }
169}
FPVizState mState
Definition big_caleido.h:22
unsigned char u8
Definition s16x16x4.h:132
T * assume_aligned(T *ptr) FL_NOEXCEPT
Definition s16x16x4.h:126
FASTLED_FORCE_INLINE fl::i32 render_value_fp_from_float(const render_parameters &anim, const fl::i32 *fade_lut, const fl::u8 *perm)

References fl::fl::assume_aligned(), fl::Context::mEngine, mState, fl::render_value_fp_from_float(), fl::x, and fl::y.

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