15 e->timings.master_speed = 0.031;
16 e->timings.ratio[0] = 0.0025;
17 e->timings.ratio[1] = 0.0027;
18 e->timings.ratio[2] = 0.029;
19 e->timings.ratio[3] = 0.033;
20 e->timings.ratio[4] = 0.036;
22 e->calculate_oscillators(e->timings);
24 for (
int x = 0;
x < e->num_x;
x++) {
25 for (
int y = 0;
y < e->num_y;
y++) {
29 e->animation.dist = (e->distance[
x][
y] * e->distance[
x][
y]) * 0.7;
30 e->animation.angle = e->polar_theta[
x][
y];
32 e->animation.scale_x = 0.004 * s;
33 e->animation.scale_y = 0.003 * s;
34 e->animation.offset_z = 0.1 * e->move.linear[2];
35 e->animation.offset_y = -20 * e->move.linear[2];
36 e->animation.offset_x = 10;
37 e->animation.low_limit = 0;
38 e->show1 = e->render_value(e->animation);
40 e->animation.dist = (e->distance[
x][
y] * e->distance[
x][
y]) * 0.8;
41 e->animation.angle = e->polar_theta[
x][
y];
43 e->animation.scale_x = 0.004 * s;
44 e->animation.scale_y = 0.003 * s;
45 e->animation.offset_z = 0.1 * e->move.linear[3];
46 e->animation.offset_y = -20 * e->move.linear[3];
47 e->animation.offset_x = 100;
48 e->animation.low_limit = 0;
49 e->show2 = e->render_value(e->animation);
51 e->animation.dist = (e->distance[
x][
y] * e->distance[
x][
y]) * 0.9;
52 e->animation.angle = e->polar_theta[
x][
y];
53 e->animation.z = 5000;
54 e->animation.scale_x = 0.004 * s;
55 e->animation.scale_y = 0.003 * s;
56 e->animation.offset_z = 0.1 * e->move.linear[4];
57 e->animation.offset_y = -20 * e->move.linear[4];
58 e->animation.offset_x = 1000;
59 e->animation.low_limit = 0;
60 e->show3 = e->render_value(e->animation);
62 e->pixel.red = e->show1 - e->show2 - e->show3;
63 e->pixel.blue = e->show2 - e->show1 - e->show3;
64 e->pixel.green = e->show3 - e->show1 - e->show2;
66 e->pixel = e->rgb_sanity_check(e->pixel);
68 e->setPixelColorInternal(
x,
y, e->pixel);
83 const fl::u8 *perm = PERLIN_NOISE;
85 e->timings.master_speed = 0.031;
86 e->timings.ratio[0] = 0.0025;
87 e->timings.ratio[1] = 0.0027;
88 e->timings.ratio[2] = 0.029;
89 e->timings.ratio[3] = 0.033;
90 e->timings.ratio[4] = 0.036;
92 e->calculate_oscillators(e->timings);
94 for (
int x = 0;
x < e->num_x;
x++) {
95 for (
int y = 0;
y < e->num_y;
y++) {
99 e->animation.dist = (e->distance[
x][
y] * e->distance[
x][
y]) * 0.7;
100 e->animation.angle = e->polar_theta[
x][
y];
102 e->animation.scale_x = 0.004 * s;
103 e->animation.scale_y = 0.003 * s;
104 e->animation.offset_z = 0.1 * e->move.linear[2];
105 e->animation.offset_y = -20 * e->move.linear[2];
106 e->animation.offset_x = 10;
107 e->animation.low_limit = 0;
110 e->animation.dist = (e->distance[
x][
y] * e->distance[
x][
y]) * 0.8;
111 e->animation.angle = e->polar_theta[
x][
y];
113 e->animation.scale_x = 0.004 * s;
114 e->animation.scale_y = 0.003 * s;
115 e->animation.offset_z = 0.1 * e->move.linear[3];
116 e->animation.offset_y = -20 * e->move.linear[3];
117 e->animation.offset_x = 100;
118 e->animation.low_limit = 0;
121 e->animation.dist = (e->distance[
x][
y] * e->distance[
x][
y]) * 0.9;
122 e->animation.angle = e->polar_theta[
x][
y];
123 e->animation.z = 5000;
124 e->animation.scale_x = 0.004 * s;
125 e->animation.scale_y = 0.003 * s;
126 e->animation.offset_z = 0.1 * e->move.linear[4];
127 e->animation.offset_y = -20 * e->move.linear[4];
128 e->animation.offset_x = 1000;
129 e->animation.low_limit = 0;
132 e->pixel.red = e->show1 - e->show2 - e->show3;
133 e->pixel.blue = e->show2 - e->show1 - e->show3;
134 e->pixel.green = e->show3 - e->show1 - e->show2;
136 e->pixel = e->rgb_sanity_check(e->pixel);
138 e->setPixelColorInternal(
x,
y, e->pixel);
fl::unique_ptr< Engine > mEngine