101 {
102 auto *e = ctx.mEngine.get();
103 e->get_ready();
106 const fl::u8 *perm = PERLIN_NOISE;
107
108 e->timings.master_speed = 0.009;
109 e->timings.ratio[0] = 0.025;
110 e->timings.ratio[1] = 0.027;
111 e->timings.ratio[2] = 0.031;
112 e->timings.ratio[3] = 0.0053;
113 e->timings.ratio[4] = 0.0056;
114 e->timings.ratio[5] = 0.0059;
115
116 e->calculate_oscillators(e->timings);
117
118 float size = 0.5;
119
120 for (
int x = 0;
x < e->num_x;
x++) {
121 for (
int y = 0;
y < e->num_y;
y++) {
122
123 e->animation.dist = e->distance[
x][
y];
124 e->animation.angle = 5 * e->polar_theta[
x][
y] + 10 * e->move.radial[0] +
125 e->animation.dist / 2;
126 e->animation.z = 5;
127 e->animation.scale_x = 0.07 * size;
128 e->animation.scale_y = 0.07 * size;
129 e->animation.offset_z = 0;
130 e->animation.offset_x = -30 * e->move.linear[0];
131 e->animation.offset_y = 0;
132 e->animation.low_limit = 0;
134
135 e->animation.dist = e->distance[
x][
y];
136 e->animation.angle = -5 * e->polar_theta[
x][
y] + 12 * e->move.radial[1] +
137 e->animation.dist / 2;
138 e->animation.z = 500;
139 e->animation.scale_x = 0.07 * size;
140 e->animation.scale_y = 0.07 * size;
141 e->animation.offset_z = 0;
142 e->animation.offset_x = -30 * e->move.linear[1];
143 e->animation.offset_y = 0;
144 e->animation.low_limit = 0;
146
147 e->animation.dist = e->distance[
x][
y];
148 e->animation.angle = -5 * e->polar_theta[
x][
y] + 12 * e->move.radial[2] +
149 e->animation.dist / 2;
150 e->animation.z = 500;
151 e->animation.scale_x = 0.05 * size;
152 e->animation.scale_y = 0.05 * size;
153 e->animation.offset_z = 0;
154 e->animation.offset_x = -40 * e->move.linear[2];
155 e->animation.offset_y = 0;
156 e->animation.low_limit = 0;
158
159 e->animation.dist = e->distance[
x][
y];
160 e->animation.angle = 5 * e->polar_theta[
x][
y] + 12 * e->move.radial[3] +
161 e->animation.dist / 2;
162 e->animation.z = 500;
163 e->animation.scale_x = 0.09 * size;
164 e->animation.scale_y = 0.09 * size;
165 e->animation.offset_z = 0;
166 e->animation.offset_x = -35 * e->move.linear[3];
167 e->animation.offset_y = 0;
168 e->animation.low_limit = 0;
170
171 e->show5 = e->screen(e->show4, e->show3);
172 e->show6 = e->colordodge(e->show2, e->show3);
173
174 float radius = e->radial_filter_radius;
175 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
176
177 e->pixel.red = radial * (e->show1 + e->show2);
178 e->pixel.green = 0.3 * radial * e->show6;
179 e->pixel.blue = radial * e->show5;
180
181 e->pixel = e->rgb_sanity_check(e->pixel);
182
183 e->setPixelColorInternal(
x,
y, e->pixel);
184 }
185 }
186}
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