64 {
65 auto *e = ctx.mEngine.get();
66 e->get_ready();
69 const fl::u8 *perm = PERLIN_NOISE;
70
71 e->run_default_oscillators();
72 e->timings.master_speed = 0.00005;
73 e->calculate_oscillators(e->timings);
74
75 for (
int x = 0;
x < e->num_x;
x++) {
76 for (
int y = 0;
y < e->num_y;
y++) {
77 e->animation.dist =
78 fl::sqrtf(e->distance[
x][
y]) * 0.7 * (e->move.directional[0] + 1.5);
79 e->animation.angle =
80 e->polar_theta[
x][
y] - e->move.radial[0] + e->distance[
x][
y] / 5;
81
82 e->animation.scale_x = 0.11;
83 e->animation.scale_y = 0.11;
84
85 e->animation.offset_y = -50 * e->move.linear[0];
86 e->animation.offset_x = 0;
87 e->animation.offset_z = 0;
88
89 e->animation.z = e->move.linear[0];
90 e->animation.low_limit = -0.1;
91 e->animation.high_limit = 1;
93
94 e->animation.dist = e->animation.dist * 1.1;
95 e->animation.angle += e->move.noise_angle[0] / 10;
97
98 e->animation.dist = e->animation.dist * 1.1;
99 e->animation.angle += e->move.noise_angle[1] / 10;
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 * (show1 - show2) / 6;
107 e->pixel.blue = radial * (show1 - show3) / 5;
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
float sqrtf(float value) 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)