106 {
107 auto *e = ctx.mEngine.get();
108 e->get_ready();
111 const fl::u8 *perm = PERLIN_NOISE;
112
113 e->timings.master_speed = 0.01;
114
115 float w = 0.3;
116
117 e->timings.ratio[0] = 0.01;
118 e->timings.ratio[1] = 0.011;
119 e->timings.ratio[2] = 0.013;
120 e->timings.ratio[3] = 0.33 * w;
121 e->timings.ratio[4] = 0.36 * w;
122 e->timings.ratio[5] = 0.38 * w;
123 e->timings.ratio[6] = 0.0003;
124
125 e->timings.offset[0] = 0;
126 e->timings.offset[1] = 100;
127 e->timings.offset[2] = 200;
128 e->timings.offset[3] = 300;
129 e->timings.offset[4] = 400;
130 e->timings.offset[5] = 500;
131 e->timings.offset[6] = 600;
132
133 e->calculate_oscillators(e->timings);
134
135 for (
int x = 0;
x < e->num_x;
x++) {
136 for (
int y = 0;
y < e->num_y;
y++) {
137
138 float s = 0.4;
139 float r = 1.5;
140
141 e->animation.dist =
142 3 + e->distance[
x][
y] +
143 3 *
fl::sinf(0.25 * e->distance[
x][
y] - e->move.radial[3]);
144 e->animation.angle = e->polar_theta[
x][
y] + e->move.noise_angle[0] +
145 e->move.noise_angle[6];
146 e->animation.z = 5;
147 e->animation.scale_x = 0.1 * s;
148 e->animation.scale_y = 0.1 * s;
149 e->animation.offset_z = 10 * e->move.linear[0];
150 e->animation.offset_y = -5 * r * e->move.linear[0];
151 e->animation.offset_x = 10;
152 e->animation.low_limit = 0;
154
155 e->animation.dist =
156 4 + e->distance[
x][
y] +
157 4 *
fl::sinf(0.24 * e->distance[
x][
y] - e->move.radial[4]);
158 e->animation.angle = e->polar_theta[
x][
y] + e->move.noise_angle[1] +
159 e->move.noise_angle[6];
160 e->animation.z = 5;
161 e->animation.scale_x = 0.1 * s;
162 e->animation.scale_y = 0.1 * s;
163 e->animation.offset_z = 0.1 * e->move.linear[1];
164 e->animation.offset_y = -5 * r * e->move.linear[1];
165 e->animation.offset_x = 100;
166 e->animation.low_limit = 0;
168
169 e->animation.dist =
170 5 + e->distance[
x][
y] +
171 5 *
fl::sinf(0.23 * e->distance[
x][
y] - e->move.radial[5]);
172 e->animation.angle = e->polar_theta[
x][
y] + e->move.noise_angle[2] +
173 e->move.noise_angle[6];
174 e->animation.z = 5;
175 e->animation.scale_x = 0.1 * s;
176 e->animation.scale_y = 0.1 * s;
177 e->animation.offset_z = 0.1 * e->move.linear[2];
178 e->animation.offset_y = -5 * r * e->move.linear[2];
179 e->animation.offset_x = 1000;
180 e->animation.low_limit = 0;
182
183 e->show4 = e->colordodge(e->show1, e->show2);
184
186 e->distance[
x][
y] / 14);
187
188 e->pixel.red = rad * ((e->show1 + e->show2) + e->show3);
189 e->pixel.green = (((e->show2 + e->show3) * 0.8) - 90) * rad;
190 e->pixel.blue = e->show4 * 0.2;
191
192 e->pixel = e->rgb_sanity_check(e->pixel);
193
194 e->setPixelColorInternal(
x,
y, e->pixel);
195 }
196 }
197}
T * assume_aligned(T *ptr) FL_NOEXCEPT
float sinf(float value) 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)