98 {
99 auto *e = ctx.mEngine.get();
100 e->get_ready();
103 const fl::u8 *perm = PERLIN_NOISE;
104
105 e->timings.master_speed = 0.02;
106 e->timings.ratio[0] = 0.0025;
107 e->timings.ratio[1] = 0.0027;
108 e->timings.ratio[2] = 0.0031;
109 e->timings.ratio[3] = 0.0033;
110 e->timings.ratio[4] = 0.0036;
111 e->timings.ratio[5] = 0.0039;
112
113 e->calculate_oscillators(e->timings);
114
115 for (
int x = 0;
x < e->num_x / 2;
x++) {
116 for (
int y = 0;
y < e->num_y / 2;
y++) {
117
118 e->animation.dist = e->distance[
x][
y];
119 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[0];
120 e->animation.z = 5;
121 e->animation.scale_x = 0.1;
122 e->animation.scale_y = 0.1;
123 e->animation.offset_z = 50 * e->move.linear[0];
124 e->animation.offset_x = 150 * e->move.directional[0];
125 e->animation.offset_y = 150 * e->move.directional[1];
127
128 e->animation.dist = e->distance[
x][
y];
129 e->animation.angle = e->polar_theta[
x][
y] + 4 * e->move.noise_angle[1];
130 e->animation.z = 15;
131 e->animation.scale_x = 0.15;
132 e->animation.scale_y = 0.15;
133 e->animation.offset_z = 50 * e->move.linear[1];
134 e->animation.offset_x = 150 * e->move.directional[1];
135 e->animation.offset_y = 150 * e->move.directional[2];
137
138 e->animation.dist = e->distance[
x][
y];
139 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[2];
140 e->animation.z = 25;
141 e->animation.scale_x = 0.1;
142 e->animation.scale_y = 0.1;
143 e->animation.offset_z = 50 * e->move.linear[2];
144 e->animation.offset_x = 150 * e->move.directional[2];
145 e->animation.offset_y = 150 * e->move.directional[3];
147
148 e->animation.dist = e->distance[
x][
y];
149 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[3];
150 e->animation.z = 35;
151 e->animation.scale_x = 0.15;
152 e->animation.scale_y = 0.15;
153 e->animation.offset_z = 50 * e->move.linear[3];
154 e->animation.offset_x = 150 * e->move.directional[3];
155 e->animation.offset_y = 150 * e->move.directional[4];
157
158 e->animation.dist = e->distance[
x][
y];
159 e->animation.angle = e->polar_theta[
x][
y] + 5 * e->move.noise_angle[4];
160 e->animation.z = 45;
161 e->animation.scale_x = 0.2;
162 e->animation.scale_y = 0.2;
163 e->animation.offset_z = 50 * e->move.linear[4];
164 e->animation.offset_x = 150 * e->move.directional[4];
165 e->animation.offset_y = 150 * e->move.directional[5];
167
168 e->pixel.red = show1 + show2;
169 e->pixel.green = show3 + show4;
170 e->pixel.blue = show5;
171
172 e->pixel = e->rgb_sanity_check(e->pixel);
173 e->setPixelColorInternal(
x,
y, e->pixel);
174
175 e->setPixelColorInternal((e->num_x - 1) -
x,
y, e->pixel);
176 e->setPixelColorInternal((e->num_x - 1) -
x, (e->num_y - 1) -
y, e->pixel);
177 e->setPixelColorInternal(
x, (e->num_y - 1) -
y, e->pixel);
178 }
179 }
180}
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