62 {
63 auto *e = ctx.mEngine.get();
64 e->get_ready();
67 const fl::u8 *perm = PERLIN_NOISE;
68
69 e->timings.master_speed = 0.01;
70 e->timings.ratio[0] = 1;
71 e->timings.ratio[1] = 1.1;
72 e->timings.ratio[2] = 1.2;
73
74 e->timings.offset[1] = 100;
75 e->timings.offset[2] = 200;
76 e->timings.offset[3] = 300;
77
78 e->calculate_oscillators(e->timings);
79
80 for (
int x = 0;
x < e->num_x;
x++) {
81 for (
int y = 0;
y < e->num_y;
y++) {
82 e->animation.angle = 5;
83 e->animation.scale_x = 0.2;
84 e->animation.scale_y = 0.2;
85 e->animation.scale_z = 1;
86 e->animation.dist = e->distance[
x][
y];
87 e->animation.offset_y = -e->move.linear[0];
88 e->animation.offset_x = 0;
90
91 e->animation.angle = 10;
92 e->animation.dist = e->distance[
x][
y];
93 e->animation.offset_y = -e->move.linear[1];
95
96 e->animation.angle = 12;
97 e->animation.dist = e->distance[
x][
y];
98 e->animation.offset_y = -e->move.linear[2];
100
101 e->pixel.red = show1;
102 e->pixel.green = show2 / 4;
103 e->pixel.blue = show3 / 4;
104
105 e->pixel = e->rgb_sanity_check(e->pixel);
106 e->setPixelColorInternal(
x,
y, e->pixel);
107 }
108 }
109}
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)