65 {
66 auto *e = ctx.mEngine.get();
67 e->get_ready();
70 const fl::u8 *perm = PERLIN_NOISE;
71
72 e->timings.master_speed = 0.5;
73 e->timings.ratio[0] = 0.0025;
74 e->timings.ratio[1] = 0.0027;
75 e->timings.ratio[2] = 0.0031;
76
77 e->calculate_oscillators(e->timings);
78
79 for (
int x = 0;
x < e->num_x;
x++) {
80 for (
int y = 0;
y < e->num_y;
y++) {
81 e->animation.dist = (e->distance[
x][
y]);
82 e->animation.angle =
83 e->polar_theta[
x][
y] - e->animation.dist * 0.1 + e->move.radial[0];
84 e->animation.z = (e->animation.dist * 1.5) - 10 * e->move.linear[0];
85 e->animation.scale_x = 0.15;
86 e->animation.scale_y = 0.15;
87 e->animation.offset_x = e->move.linear[0];
88
90 e->animation.angle =
91 e->polar_theta[
x][
y] - e->animation.dist * 0.1 + e->move.radial[1];
92 e->animation.z = (e->animation.dist * 1.5) - 10 * e->move.linear[1];
93 e->animation.offset_x = e->move.linear[1];
94
96 e->animation.angle =
97 e->polar_theta[
x][
y] - e->animation.dist * 0.1 + e->move.radial[2];
98 e->animation.z = (e->animation.dist * 1.5) - 10 * e->move.linear[2];
99 e->animation.offset_x = e->move.linear[2];
100
102
103 float radius = e->radial_filter_radius;
104 float radial = (radius - e->distance[
x][
y]) / e->distance[
x][
y];
105
106 e->pixel.red = radial * show1;
107 e->pixel.green = radial * show2;
108 e->pixel.blue = radial * show3;
109
110 e->pixel = e->rgb_sanity_check(e->pixel);
111 e->setPixelColorInternal(
x,
y, e->pixel);
112 }
113 }
114}
T * assume_aligned(T *ptr) FL_NO_EXCEPT
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