92 {
93 auto *e = ctx.mEngine.get();
94 e->get_ready();
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];
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];
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];
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];
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];
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}
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)