FastLED 3.10.8
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◆ draw()

void fl::Caleido2_FP::draw ( Context & ctx)
overridevirtual

Implements fl::IAnimartrix2Viz.

Definition at line 80 of file caleido2.cpp.hpp.

80 {
81 auto *e = ctx.mEngine.get();
82 e->get_ready();
83 mState.ensureCache(e);
84 const fl::i32 *fade_lut = fl::assume_aligned<16>(mState.fade_lut);
85 const fl::u8 *perm = PERLIN_NOISE;
86
87 e->timings.master_speed = 0.002;
88 e->timings.ratio[0] = 0.02;
89 e->timings.ratio[1] = 0.03;
90 e->timings.ratio[2] = 0.04;
91 e->timings.ratio[3] = 0.05;
92 e->timings.ratio[4] = 0.6;
93 e->timings.offset[0] = 0;
94 e->timings.offset[1] = 100;
95 e->timings.offset[2] = 200;
96 e->timings.offset[3] = 300;
97 e->timings.offset[4] = 400;
98
99 e->calculate_oscillators(e->timings);
100
101 for (int x = 0; x < e->num_x; x++) {
102 for (int y = 0; y < e->num_y; y++) {
103 e->animation.dist = e->distance[x][y] * (2 + e->move.directional[0]) / 3;
104 e->animation.angle = 2 * e->polar_theta[x][y] +
105 3 * e->move.noise_angle[0] + e->move.radial[4];
106 e->animation.scale_x = 0.1;
107 e->animation.scale_y = 0.1;
108 e->animation.scale_z = 0.1;
109 e->animation.offset_y = 2 * e->move.linear[0];
110 e->animation.offset_x = 0;
111 e->animation.offset_z = 0;
112 e->animation.z = e->move.linear[0];
113 float show1 = render_value_fp_from_float(e->animation, fade_lut, perm);
114
115 e->animation.dist = e->distance[x][y] * (2 + e->move.directional[1]) / 3;
116 e->animation.angle = 2 * e->polar_theta[x][y] +
117 3 * e->move.noise_angle[1] + e->move.radial[4];
118 e->animation.offset_x = 2 * e->move.linear[1];
119 e->animation.z = e->move.linear[1];
120 float show2 = render_value_fp_from_float(e->animation, fade_lut, perm);
121
122 e->animation.dist = e->distance[x][y] * (2 + e->move.directional[2]) / 3;
123 e->animation.angle = 2 * e->polar_theta[x][y] +
124 3 * e->move.noise_angle[2] + e->move.radial[4];
125 e->animation.offset_y = 2 * e->move.linear[2];
126 e->animation.z = e->move.linear[2];
127 float show3 = render_value_fp_from_float(e->animation, fade_lut, perm);
128
129 e->animation.dist = e->distance[x][y] * (2 + e->move.directional[3]) / 3;
130 e->animation.angle = 2 * e->polar_theta[x][y] +
131 3 * e->move.noise_angle[3] + e->move.radial[4];
132 e->animation.offset_x = 2 * e->move.linear[3];
133 e->animation.z = e->move.linear[3];
134 float show4 = render_value_fp_from_float(e->animation, fade_lut, perm);
135
136 e->pixel.red = show1;
137 e->pixel.green = show3 * e->distance[x][y] / 10;
138 e->pixel.blue = (show2 + show4) / 2;
139
140 e->pixel = e->rgb_sanity_check(e->pixel);
141 e->setPixelColorInternal(x, y, e->pixel);
142 }
143 }
144}
FPVizState mState
Definition caleido2.h:23
T * assume_aligned(T *ptr) FL_NO_EXCEPT
Definition s16x16x4.h:126
unsigned char u8
Definition stdint.h:131
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

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

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