73 {
74 auto *e = ctx.mEngine.get();
75 e->get_ready();
78 const fl::u8 *perm = PERLIN_NOISE;
79
80 e->timings.master_speed = 0.01;
81
82 float w = 0.7;
83
84 e->timings.ratio[0] = 0.0025;
85 e->timings.ratio[1] = 0.0027;
86 e->timings.ratio[2] = 0.029;
87 e->timings.ratio[3] = 0.33 * w;
88 e->timings.ratio[4] = 0.36 * w;
89
90 e->calculate_oscillators(e->timings);
91
92 for (
int x = 0;
x < e->num_x;
x++) {
93 for (
int y = 0;
y < e->num_y;
y++) {
94
95 float s = 0.8;
96
97 e->animation.dist = e->distance[
x][
y] +
98 fl::sinf(0.25 * e->distance[
x][
y] - e->move.radial[3]);
99 e->animation.angle = e->polar_theta[
x][
y];
100 e->animation.z = 5;
101 e->animation.scale_x = 0.1 * s;
102 e->animation.scale_y = 0.1 * s;
103 e->animation.offset_z = 0.1 * e->move.linear[0];
104 e->animation.offset_y = -20 * e->move.linear[0];
105 e->animation.offset_x = 10;
106 e->animation.low_limit = 0;
108
109 e->animation.dist = e->distance[
x][
y] +
110 fl::sinf(0.24 * e->distance[
x][
y] - e->move.radial[4]);
111 e->animation.angle = e->polar_theta[
x][
y];
112 e->animation.z = 10;
113 e->animation.scale_x = 0.1 * s;
114 e->animation.scale_y = 0.1 * s;
115 e->animation.offset_z = 0.1 * e->move.linear[1];
116 e->animation.offset_y = -20 * e->move.linear[1];
117 e->animation.offset_x = 10;
118 e->animation.low_limit = 0;
120
121 e->pixel.red = (e->show1 + e->show2);
122 e->pixel.green = ((e->show1 + e->show2) * 0.6) - 30;
123 e->pixel.blue = 0;
124
125 e->pixel = e->rgb_sanity_check(e->pixel);
126
127 e->setPixelColorInternal(
x,
y, e->pixel);
128 }
129 }
130}
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
float sinf(float value) FL_NO_EXCEPT