97 {
98 auto *e = ctx.mEngine.get();
99 e->get_ready();
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];
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];
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];
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];
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];
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}
T * assume_aligned(T *ptr) 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)