100 {
101 auto *e = ctx.mEngine.get();
102 e->get_ready();
105 const fl::u8 *perm = PERLIN_NOISE;
106
107 e->timings.master_speed = 0.009;
108 e->timings.ratio[0] = 0.025;
109 e->timings.ratio[1] = 0.027;
110 e->timings.ratio[2] = 0.031;
111 e->timings.ratio[3] = 0.0053;
112 e->timings.ratio[4] = 0.0056;
113 e->timings.ratio[5] = 0.0059;
114
115 e->calculate_oscillators(e->timings);
116
117 float size = 0.5;
118
119 for (
int x = 0;
x < e->num_x;
x++) {
120 for (
int y = 0;
y < e->num_y;
y++) {
121
122 e->animation.dist = e->distance[
x][
y];
123 e->animation.angle = 5 * e->polar_theta[
x][
y] + 10 * e->move.radial[0] +
124 e->animation.dist / 2;
125 e->animation.z = 5;
126 e->animation.scale_x = 0.07 * size;
127 e->animation.scale_y = 0.07 * size;
128 e->animation.offset_z = 0;
129 e->animation.offset_x = -30 * e->move.linear[0];
130 e->animation.offset_y = 0;
131 e->animation.low_limit = 0;
133
134 e->animation.dist = e->distance[
x][
y];
135 e->animation.angle = -5 * e->polar_theta[
x][
y] + 12 * e->move.radial[1] +
136 e->animation.dist / 2;
137 e->animation.z = 500;
138 e->animation.scale_x = 0.07 * size;
139 e->animation.scale_y = 0.07 * size;
140 e->animation.offset_z = 0;
141 e->animation.offset_x = -30 * e->move.linear[1];
142 e->animation.offset_y = 0;
143 e->animation.low_limit = 0;
145
146 e->animation.dist = e->distance[
x][
y];
147 e->animation.angle = -5 * e->polar_theta[
x][
y] + 12 * e->move.radial[2] +
148 e->animation.dist / 2;
149 e->animation.z = 500;
150 e->animation.scale_x = 0.05 * size;
151 e->animation.scale_y = 0.05 * size;
152 e->animation.offset_z = 0;
153 e->animation.offset_x = -40 * e->move.linear[2];
154 e->animation.offset_y = 0;
155 e->animation.low_limit = 0;
157
158 e->animation.dist = e->distance[
x][
y];
159 e->animation.angle = 5 * e->polar_theta[
x][
y] + 12 * e->move.radial[3] +
160 e->animation.dist / 2;
161 e->animation.z = 500;
162 e->animation.scale_x = 0.09 * size;
163 e->animation.scale_y = 0.09 * size;
164 e->animation.offset_z = 0;
165 e->animation.offset_x = -35 * e->move.linear[3];
166 e->animation.offset_y = 0;
167 e->animation.low_limit = 0;
169
170 e->show5 = e->screen(e->show4, e->show3);
171 e->show6 = e->colordodge(e->show2, e->show3);
172
173 float radius = e->radial_filter_radius;
174 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
175
176 e->pixel.red = radial * (e->show1 + e->show2);
177 e->pixel.green = 0.3 * radial * e->show6;
178 e->pixel.blue = radial * e->show5;
179
180 e->pixel = e->rgb_sanity_check(e->pixel);
181
182 e->setPixelColorInternal(
x,
y, e->pixel);
183 }
184 }
185}
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)