15 e->timings.master_speed = 0.5;
16 e->timings.ratio[0] = 0.0025;
17 e->timings.ratio[1] = 0.0027;
18 e->timings.ratio[2] = 0.0031;
20 e->calculate_oscillators(e->timings);
22 for (
int x = 0;
x < e->num_x;
x++) {
23 for (
int y = 0;
y < e->num_y;
y++) {
24 e->animation.dist = (e->distance[
x][
y]);
26 e->polar_theta[
x][
y] - e->animation.dist * 0.1 + e->move.radial[0];
27 e->animation.z = (e->animation.dist * 1.5) - 10 * e->move.linear[0];
28 e->animation.scale_x = 0.15;
29 e->animation.scale_y = 0.15;
30 e->animation.offset_x = e->move.linear[0];
32 float show1 = e->render_value(e->animation);
34 e->polar_theta[
x][
y] - e->animation.dist * 0.1 + e->move.radial[1];
35 e->animation.z = (e->animation.dist * 1.5) - 10 * e->move.linear[1];
36 e->animation.offset_x = e->move.linear[1];
38 float show2 = e->render_value(e->animation);
40 e->polar_theta[
x][
y] - e->animation.dist * 0.1 + e->move.radial[2];
41 e->animation.z = (e->animation.dist * 1.5) - 10 * e->move.linear[2];
42 e->animation.offset_x = e->move.linear[2];
44 float show3 = e->render_value(e->animation);
46 float radius = e->radial_filter_radius;
47 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
49 e->pixel.red = radial * show1;
50 e->pixel.green = radial * show2;
51 e->pixel.blue = radial * show3;
53 e->pixel = e->rgb_sanity_check(e->pixel);
54 e->setPixelColorInternal(
x,
y, e->pixel);
69 const fl::u8 *perm = PERLIN_NOISE;
71 e->timings.master_speed = 0.5;
72 e->timings.ratio[0] = 0.0025;
73 e->timings.ratio[1] = 0.0027;
74 e->timings.ratio[2] = 0.0031;
76 e->calculate_oscillators(e->timings);
78 for (
int x = 0;
x < e->num_x;
x++) {
79 for (
int y = 0;
y < e->num_y;
y++) {
80 e->animation.dist = (e->distance[
x][
y]);
82 e->polar_theta[
x][
y] - e->animation.dist * 0.1 + e->move.radial[0];
83 e->animation.z = (e->animation.dist * 1.5) - 10 * e->move.linear[0];
84 e->animation.scale_x = 0.15;
85 e->animation.scale_y = 0.15;
86 e->animation.offset_x = e->move.linear[0];
90 e->polar_theta[
x][
y] - e->animation.dist * 0.1 + e->move.radial[1];
91 e->animation.z = (e->animation.dist * 1.5) - 10 * e->move.linear[1];
92 e->animation.offset_x = e->move.linear[1];
96 e->polar_theta[
x][
y] - e->animation.dist * 0.1 + e->move.radial[2];
97 e->animation.z = (e->animation.dist * 1.5) - 10 * e->move.linear[2];
98 e->animation.offset_x = e->move.linear[2];
102 float radius = e->radial_filter_radius;
103 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
105 e->pixel.red = radial * show1;
106 e->pixel.green = radial * show2;
107 e->pixel.blue = radial * show3;
109 e->pixel = e->rgb_sanity_check(e->pixel);
110 e->setPixelColorInternal(
x,
y, e->pixel);
fl::unique_ptr< Engine > mEngine