60 {
61 auto *e = ctx.mEngine.get();
62 e->get_ready();
65 const fl::u8 *perm = PERLIN_NOISE;
66
67 e->timings.master_speed = 0.03;
68
69 float w = 0.3;
70
71 e->timings.ratio[0] = 0.1;
72 e->timings.ratio[1] = 0.011;
73 e->timings.ratio[2] = 0.013;
74 e->timings.ratio[3] = 0.33 * w;
75 e->timings.ratio[4] = 0.36 * w;
76 e->timings.ratio[5] = 0.38 * w;
77 e->timings.ratio[6] = 0.0003;
78
79 e->calculate_oscillators(e->timings);
80
81 for (
int x = 0;
x < e->num_x;
x++) {
82 for (
int y = 0;
y < e->num_y;
y++) {
83
84 e->animation.dist = e->distance[
x][
y];
85 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[1];
86 e->animation.z = 5;
87 e->animation.scale_x = 0.001;
88 e->animation.scale_y = 0.1;
89 e->animation.scale_z = 0.1;
90 e->animation.offset_y = -10 * e->move.linear[0];
91 e->animation.offset_x = 20;
92 e->animation.offset_z = 10;
93 e->animation.low_limit = 0;
95
96 e->pixel.red = 10 * e->show1;
97 e->pixel.green = 0;
98 e->pixel.blue = 0;
99
100 e->pixel = e->rgb_sanity_check(e->pixel);
101
102 e->setPixelColorInternal(
x,
y, e->pixel);
103 }
104 }
105}
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)