15 e->timings.master_speed = 0.01;
16 e->timings.ratio[0] = 2;
17 e->timings.ratio[1] = 2.1;
18 e->timings.ratio[2] = 1.2;
20 e->timings.offset[1] = 100;
21 e->timings.offset[2] = 200;
22 e->timings.offset[3] = 300;
24 e->calculate_oscillators(e->timings);
26 for (
int x = 0;
x < e->num_x;
x++) {
27 for (
int y = 0;
y < e->num_y;
y++) {
28 e->animation.angle = e->polar_theta[
x][
y];
29 e->animation.scale_x = 0.1;
30 e->animation.scale_y = 0.1;
31 e->animation.scale_z = 0.1;
32 e->animation.dist = e->distance[
x][
y];
33 e->animation.offset_y = 0;
34 e->animation.offset_x = 0;
35 e->animation.z = 2 * e->distance[
x][
y] - e->move.linear[0];
36 float show1 = e->render_value(e->animation);
38 e->animation.angle = e->polar_theta[
x][
y];
39 e->animation.dist = e->distance[
x][
y];
40 e->animation.z = 2 * e->distance[
x][
y] - e->move.linear[1];
41 float show2 = e->render_value(e->animation);
45 e->pixel.blue = show2;
47 e->pixel = e->rgb_sanity_check(e->pixel);
48 e->setPixelColorInternal(
x,
y, e->pixel);
63 const fl::u8 *perm = PERLIN_NOISE;
65 e->timings.master_speed = 0.01;
66 e->timings.ratio[0] = 2;
67 e->timings.ratio[1] = 2.1;
68 e->timings.ratio[2] = 1.2;
70 e->timings.offset[1] = 100;
71 e->timings.offset[2] = 200;
72 e->timings.offset[3] = 300;
74 e->calculate_oscillators(e->timings);
76 for (
int x = 0;
x < e->num_x;
x++) {
77 for (
int y = 0;
y < e->num_y;
y++) {
78 e->animation.angle = e->polar_theta[
x][
y];
79 e->animation.scale_x = 0.1;
80 e->animation.scale_y = 0.1;
81 e->animation.scale_z = 0.1;
82 e->animation.dist = e->distance[
x][
y];
83 e->animation.offset_y = 0;
84 e->animation.offset_x = 0;
85 e->animation.z = 2 * e->distance[
x][
y] - e->move.linear[0];
88 e->animation.angle = e->polar_theta[
x][
y];
89 e->animation.dist = e->distance[
x][
y];
90 e->animation.z = 2 * e->distance[
x][
y] - e->move.linear[1];
95 e->pixel.blue = show2;
97 e->pixel = e->rgb_sanity_check(e->pixel);
98 e->setPixelColorInternal(
x,
y, e->pixel);
fl::unique_ptr< Engine > mEngine