79 {
80 auto *e = ctx.mEngine.get();
81 e->get_ready();
84 const fl::u8 *perm = PERLIN_NOISE;
85
86 e->timings.master_speed = 0.002;
87 e->timings.ratio[0] = 0.02;
88 e->timings.ratio[1] = 0.03;
89 e->timings.ratio[2] = 0.04;
90 e->timings.ratio[3] = 0.05;
91 e->timings.ratio[4] = 0.6;
92 e->timings.offset[0] = 0;
93 e->timings.offset[1] = 100;
94 e->timings.offset[2] = 200;
95 e->timings.offset[3] = 300;
96 e->timings.offset[4] = 400;
97
98 e->calculate_oscillators(e->timings);
99
100 for (
int x = 0;
x < e->num_x;
x++) {
101 for (
int y = 0;
y < e->num_y;
y++) {
102 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[0]) / 3;
103 e->animation.angle = 2 * e->polar_theta[
x][
y] +
104 3 * e->move.noise_angle[0] + e->move.radial[4];
105 e->animation.scale_x = 0.1;
106 e->animation.scale_y = 0.1;
107 e->animation.scale_z = 0.1;
108 e->animation.offset_y = 2 * e->move.linear[0];
109 e->animation.offset_x = 0;
110 e->animation.offset_z = 0;
111 e->animation.z = e->move.linear[0];
113
114 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[1]) / 3;
115 e->animation.angle = 2 * e->polar_theta[
x][
y] +
116 3 * e->move.noise_angle[1] + e->move.radial[4];
117 e->animation.offset_x = 2 * e->move.linear[1];
118 e->animation.z = e->move.linear[1];
120
121 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[2]) / 3;
122 e->animation.angle = 2 * e->polar_theta[
x][
y] +
123 3 * e->move.noise_angle[2] + e->move.radial[4];
124 e->animation.offset_y = 2 * e->move.linear[2];
125 e->animation.z = e->move.linear[2];
127
128 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[3]) / 3;
129 e->animation.angle = 2 * e->polar_theta[
x][
y] +
130 3 * e->move.noise_angle[3] + e->move.radial[4];
131 e->animation.offset_x = 2 * e->move.linear[3];
132 e->animation.z = e->move.linear[3];
134
135 e->pixel.red = show1;
136 e->pixel.green = show3 * e->distance[
x][
y] / 10;
137 e->pixel.blue = (show2 + show4) / 2;
138
139 e->pixel = e->rgb_sanity_check(e->pixel);
140 e->setPixelColorInternal(
x,
y, e->pixel);
141 }
142 }
143}
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)