61 {
62 auto *e = ctx.mEngine.get();
63 e->get_ready();
66 const fl::u8 *perm = PERLIN_NOISE;
67
68 e->timings.master_speed = 0.03;
69
70 float w = 0.3;
71
72 e->timings.ratio[0] = 0.1;
73 e->timings.ratio[1] = 0.011;
74 e->timings.ratio[2] = 0.013;
75 e->timings.ratio[3] = 0.33 * w;
76 e->timings.ratio[4] = 0.36 * w;
77 e->timings.ratio[5] = 0.38 * w;
78 e->timings.ratio[6] = 0.0003;
79
80 e->calculate_oscillators(e->timings);
81
82 for (
int x = 0;
x < e->num_x;
x++) {
83 for (
int y = 0;
y < e->num_y;
y++) {
84
85 e->animation.dist = e->distance[
x][
y];
86 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[1];
87 e->animation.z = 5;
88 e->animation.scale_x = 0.001;
89 e->animation.scale_y = 0.1;
90 e->animation.scale_z = 0.1;
91 e->animation.offset_y = -10 * e->move.linear[0];
92 e->animation.offset_x = 20;
93 e->animation.offset_z = 10;
94 e->animation.low_limit = 0;
96
97 e->pixel.red = 10 * e->show1;
98 e->pixel.green = 0;
99 e->pixel.blue = 0;
100
101 e->pixel = e->rgb_sanity_check(e->pixel);
102
103 e->setPixelColorInternal(
x,
y, e->pixel);
104 }
105 }
106}
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