FastLED 3.9.15
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◆ draw()

void fl::SpiralMatrix1_FP::draw ( Context & ctx)
overridevirtual

Implements fl::IAnimartrix2Viz.

Definition at line 97 of file spiral_matrix1.cpp.hpp.

97 {
98 auto *e = ctx.mEngine.get();
99 e->get_ready();
100 mState.ensureCache(e);
101 const fl::i32 *fade_lut = fl::assume_aligned<16>(mState.fade_lut);
102 const fl::u8 *perm = PERLIN_NOISE;
103
104 e->timings.master_speed = 0.02;
105 e->timings.ratio[0] = 0.0025;
106 e->timings.ratio[1] = 0.0027;
107 e->timings.ratio[2] = 0.0031;
108 e->timings.ratio[3] = 0.0033;
109 e->timings.ratio[4] = 0.0036;
110 e->timings.ratio[5] = 0.0039;
111
112 e->calculate_oscillators(e->timings);
113
114 for (int x = 0; x < e->num_x / 2; x++) {
115 for (int y = 0; y < e->num_y / 2; y++) {
116
117 e->animation.dist = e->distance[x][y];
118 e->animation.angle = e->polar_theta[x][y] + 5 * e->move.noise_angle[0];
119 e->animation.z = 5;
120 e->animation.scale_x = 0.1;
121 e->animation.scale_y = 0.1;
122 e->animation.offset_z = 50 * e->move.linear[0];
123 e->animation.offset_x = 150 * e->move.directional[0];
124 e->animation.offset_y = 150 * e->move.directional[1];
125 float show1 = render_value_fp_from_float(e->animation, fade_lut, perm);
126
127 e->animation.dist = e->distance[x][y];
128 e->animation.angle = e->polar_theta[x][y] + 4 * e->move.noise_angle[1];
129 e->animation.z = 15;
130 e->animation.scale_x = 0.15;
131 e->animation.scale_y = 0.15;
132 e->animation.offset_z = 50 * e->move.linear[1];
133 e->animation.offset_x = 150 * e->move.directional[1];
134 e->animation.offset_y = 150 * e->move.directional[2];
135 float show2 = render_value_fp_from_float(e->animation, fade_lut, perm);
136
137 e->animation.dist = e->distance[x][y];
138 e->animation.angle = e->polar_theta[x][y] + 5 * e->move.noise_angle[2];
139 e->animation.z = 25;
140 e->animation.scale_x = 0.1;
141 e->animation.scale_y = 0.1;
142 e->animation.offset_z = 50 * e->move.linear[2];
143 e->animation.offset_x = 150 * e->move.directional[2];
144 e->animation.offset_y = 150 * e->move.directional[3];
145 float show3 = render_value_fp_from_float(e->animation, fade_lut, perm);
146
147 e->animation.dist = e->distance[x][y];
148 e->animation.angle = e->polar_theta[x][y] + 5 * e->move.noise_angle[3];
149 e->animation.z = 35;
150 e->animation.scale_x = 0.15;
151 e->animation.scale_y = 0.15;
152 e->animation.offset_z = 50 * e->move.linear[3];
153 e->animation.offset_x = 150 * e->move.directional[3];
154 e->animation.offset_y = 150 * e->move.directional[4];
155 float show4 = render_value_fp_from_float(e->animation, fade_lut, perm);
156
157 e->animation.dist = e->distance[x][y];
158 e->animation.angle = e->polar_theta[x][y] + 5 * e->move.noise_angle[4];
159 e->animation.z = 45;
160 e->animation.scale_x = 0.2;
161 e->animation.scale_y = 0.2;
162 e->animation.offset_z = 50 * e->move.linear[4];
163 e->animation.offset_x = 150 * e->move.directional[4];
164 e->animation.offset_y = 150 * e->move.directional[5];
165 float show5 = render_value_fp_from_float(e->animation, fade_lut, perm);
166
167 e->pixel.red = show1 + show2;
168 e->pixel.green = show3 + show4;
169 e->pixel.blue = show5;
170
171 e->pixel = e->rgb_sanity_check(e->pixel);
172 e->setPixelColorInternal(x, y, e->pixel);
173
174 e->setPixelColorInternal((e->num_x - 1) - x, y, e->pixel);
175 e->setPixelColorInternal((e->num_x - 1) - x, (e->num_y - 1) - y, e->pixel);
176 e->setPixelColorInternal(x, (e->num_y - 1) - y, e->pixel);
177 }
178 }
179}
unsigned char u8
Definition s16x16x4.h:132
T * assume_aligned(T *ptr) FL_NOEXCEPT
Definition s16x16x4.h:126
FASTLED_FORCE_INLINE fl::i32 render_value_fp_from_float(const render_parameters &anim, const fl::i32 *fade_lut, const fl::u8 *perm)

References fl::fl::assume_aligned(), fl::Context::mEngine, mState, fl::render_value_fp_from_float(), fl::x, and fl::y.

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