64 {
65 auto *e = ctx.mEngine.get();
66 e->get_ready();
69 const fl::u8 *perm = PERLIN_NOISE;
70
71 e->timings.master_speed = 0.5;
72 e->timings.ratio[0] = 0.0025;
73 e->timings.ratio[1] = 0.0027;
74 e->timings.ratio[2] = 0.0031;
75
76 e->calculate_oscillators(e->timings);
77
78 for (
int x = 0;
x < e->num_x;
x++) {
79 for (
int y = 0;
y < e->num_y;
y++) {
80 e->animation.dist = (e->distance[
x][
y]);
81 e->animation.angle =
82 e->polar_theta[
x][
y] - e->animation.dist * 0.1 + e->move.radial[0];
83 e->animation.z = (e->animation.dist * 1.5) - 10 * e->move.linear[0];
84 e->animation.scale_x = 0.15;
85 e->animation.scale_y = 0.15;
86 e->animation.offset_x = e->move.linear[0];
87
89 e->animation.angle =
90 e->polar_theta[
x][
y] - e->animation.dist * 0.1 + e->move.radial[1];
91 e->animation.z = (e->animation.dist * 1.5) - 10 * e->move.linear[1];
92 e->animation.offset_x = e->move.linear[1];
93
95 e->animation.angle =
96 e->polar_theta[
x][
y] - e->animation.dist * 0.1 + e->move.radial[2];
97 e->animation.z = (e->animation.dist * 1.5) - 10 * e->move.linear[2];
98 e->animation.offset_x = e->move.linear[2];
99
101
102 float radius = e->radial_filter_radius;
103 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
104
105 e->pixel.red = radial * show1;
106 e->pixel.green = radial * show2;
107 e->pixel.blue = radial * show3;
108
109 e->pixel = e->rgb_sanity_check(e->pixel);
110 e->setPixelColorInternal(
x,
y, e->pixel);
111 }
112 }
113}
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)