11 {
12 auto *e = ctx.mEngine.get();
13 e->get_ready();
14
15 e->timings.master_speed = 0.037;
16 e->timings.ratio[0] = 0.025;
17 e->timings.ratio[1] = 0.027;
18 e->timings.ratio[2] = 0.031;
19 e->timings.ratio[3] = 0.033;
20 e->timings.ratio[4] = 0.037;
21 e->timings.ratio[5] = 0.1;
22 e->timings.ratio[6] = 0.41;
23
24 e->calculate_oscillators(e->timings);
25
26 for (
int x = 0;
x < e->num_x;
x++) {
27 for (
int y = 0;
y < e->num_y;
y++) {
28
29 e->animation.dist =
31 4 *
fl::sinf(e->move.directional[5] *
PI + (
float)
x / 2) +
32 4 *
fl::cosf(e->move.directional[6] *
PI +
float(
y) / 2);
33 e->animation.angle = 1 * e->polar_theta[
x][
y];
34 e->animation.z = 5;
35 e->animation.scale_x = 0.06;
36 e->animation.scale_y = 0.06;
37 e->animation.offset_z = -10 * e->move.linear[0];
38 e->animation.offset_y = 10;
39 e->animation.offset_x = 10;
40 e->animation.low_limit = 0;
41 e->show1 = e->render_value(e->animation);
42
43 e->animation.dist = (10 + e->move.directional[0]) *
44 fl::sinf(-e->move.radial[5] + e->move.radial[0] +
45 (e->distance[
x][
y] / (3)));
46 e->animation.angle = 1 * e->polar_theta[
x][
y];
47 e->animation.z = 5;
48 e->animation.scale_x = 0.1;
49 e->animation.scale_y = 0.1;
50 e->animation.offset_z = -10;
51 e->animation.offset_y = 20 * e->move.linear[0];
52 e->animation.offset_x = 10;
53 e->animation.low_limit = 0;
54 e->show2 = e->render_value(e->animation);
55
56 e->animation.dist = (10 + e->move.directional[1]) *
57 fl::sinf(-e->move.radial[5] + e->move.radial[1] +
58 (e->distance[
x][
y] / (3)));
59 e->animation.angle = 1 * e->polar_theta[
x][
y];
60 e->animation.z = 500;
61 e->animation.scale_x = 0.1;
62 e->animation.scale_y = 0.1;
63 e->animation.offset_z = -10;
64 e->animation.offset_y = 20 * e->move.linear[1];
65 e->animation.offset_x = 10;
66 e->animation.low_limit = 0;
67 e->show3 = e->render_value(e->animation);
68
69 e->animation.dist = (10 + e->move.directional[2]) *
70 fl::sinf(-e->move.radial[5] + e->move.radial[2] +
71 (e->distance[
x][
y] / (3)));
72 e->animation.angle = 1 * e->polar_theta[
x][
y];
73 e->animation.z = 500;
74 e->animation.scale_x = 0.1;
75 e->animation.scale_y = 0.1;
76 e->animation.offset_z = -10;
77 e->animation.offset_y = 20 * e->move.linear[2];
78 e->animation.offset_x = 10;
79 e->animation.low_limit = 0;
80 e->show4 = e->render_value(e->animation);
81
82 e->pixel.blue = (0.7 * e->show2 + 0.6 * e->show3 + 0.5 * e->show4);
83 e->pixel.red = e->pixel.blue - 40;
84 e->pixel.green = 0;
85
86 e->pixel = e->rgb_sanity_check(e->pixel);
87
88 e->setPixelColorInternal(
x,
y, e->pixel);
89 }
90 }
91}
float sinf(float value) FL_NOEXCEPT
float cosf(float value) FL_NOEXCEPT