FastLED 3.9.15
Loading...
Searching...
No Matches
big_caleido.cpp.hpp
Go to the documentation of this file.
5
8
9namespace fl {
10
12 auto *e = ctx.mEngine.get();
13 e->get_ready();
14
15 e->timings.master_speed = 0.02;
16 e->timings.ratio[0] = 0.0025;
17 e->timings.ratio[1] = 0.0027;
18 e->timings.ratio[2] = 0.0031;
19 e->timings.ratio[3] = 0.0033;
20 e->timings.ratio[4] = 0.0036;
21 e->timings.ratio[5] = 0.0039;
22
23 e->calculate_oscillators(e->timings);
24
25 for (int x = 0; x < e->num_x; x++) {
26 for (int y = 0; y < e->num_y; y++) {
27 e->animation.dist = e->distance[x][y];
28 e->animation.angle = 5 * e->polar_theta[x][y] +
29 5 * e->move.noise_angle[0] +
30 e->animation.dist * 0.1;
31 e->animation.z = 5;
32 e->animation.scale_x = 0.05;
33 e->animation.scale_y = 0.05;
34 e->animation.offset_z = 50 * e->move.linear[0];
35 e->animation.offset_x = 50 * e->move.noise_angle[0];
36 e->animation.offset_y = 50 * e->move.noise_angle[1];
37 float show1 = e->render_value(e->animation);
38
39 e->animation.angle = 6 * e->polar_theta[x][y] +
40 5 * e->move.noise_angle[1] +
41 e->animation.dist * 0.15;
42 e->animation.z = 5;
43 e->animation.scale_x = 0.05;
44 e->animation.scale_y = 0.05;
45 e->animation.offset_z = 50 * e->move.linear[1];
46 e->animation.offset_x = 50 * e->move.noise_angle[1];
47 e->animation.offset_y = 50 * e->move.noise_angle[2];
48 float show2 = e->render_value(e->animation);
49
50 e->animation.angle = 5;
51 e->animation.z = 5;
52 e->animation.scale_x = 0.10;
53 e->animation.scale_y = 0.10;
54 e->animation.offset_z = 10 * e->move.linear[2];
55 e->animation.offset_x = 10 * e->move.noise_angle[2];
56 e->animation.offset_y = 10 * e->move.noise_angle[3];
57 float show3 = e->render_value(e->animation);
58
59 e->animation.angle = 15;
60 e->animation.z = 15;
61 e->animation.scale_x = 0.10;
62 e->animation.scale_y = 0.10;
63 e->animation.offset_z = 10 * e->move.linear[3];
64 e->animation.offset_x = 10 * e->move.noise_angle[3];
65 e->animation.offset_y = 10 * e->move.noise_angle[4];
66 float show4 = e->render_value(e->animation);
67
68 e->animation.angle = 2;
69 e->animation.z = 15;
70 e->animation.scale_x = 0.15;
71 e->animation.scale_y = 0.15;
72 e->animation.offset_z = 10 * e->move.linear[4];
73 e->animation.offset_x = 10 * e->move.noise_angle[4];
74 e->animation.offset_y = 10 * e->move.noise_angle[5];
75 float show5 = e->render_value(e->animation);
76
77 e->pixel.red = show1 - show4;
78 e->pixel.green = show2 - show5;
79 e->pixel.blue = show3 - show2 + show1;
80
81 e->pixel = e->rgb_sanity_check(e->pixel);
82 e->setPixelColorInternal(x, y, e->pixel);
83 }
84 }
85}
86
87
88// ============================================================================
89// Fixed-Point Implementation of Big_Caleido
90// ============================================================================
91
93 auto *e = ctx.mEngine.get();
94 e->get_ready();
95 mState.ensureCache(e);
96 const fl::i32 *fade_lut = fl::assume_aligned<16>(mState.fade_lut);
97 const fl::u8 *perm = PERLIN_NOISE;
98
99 e->timings.master_speed = 0.02;
100 e->timings.ratio[0] = 0.0025;
101 e->timings.ratio[1] = 0.0027;
102 e->timings.ratio[2] = 0.0031;
103 e->timings.ratio[3] = 0.0033;
104 e->timings.ratio[4] = 0.0036;
105 e->timings.ratio[5] = 0.0039;
106
107 e->calculate_oscillators(e->timings);
108
109 for (int x = 0; x < e->num_x; x++) {
110 for (int y = 0; y < e->num_y; y++) {
111 e->animation.dist = e->distance[x][y];
112 e->animation.angle = 5 * e->polar_theta[x][y] +
113 5 * e->move.noise_angle[0] +
114 e->animation.dist * 0.1;
115 e->animation.z = 5;
116 e->animation.scale_x = 0.05;
117 e->animation.scale_y = 0.05;
118 e->animation.offset_z = 50 * e->move.linear[0];
119 e->animation.offset_x = 50 * e->move.noise_angle[0];
120 e->animation.offset_y = 50 * e->move.noise_angle[1];
121 float show1 = render_value_fp_from_float(e->animation, fade_lut, perm);
122
123 e->animation.angle = 6 * e->polar_theta[x][y] +
124 5 * e->move.noise_angle[1] +
125 e->animation.dist * 0.15;
126 e->animation.z = 5;
127 e->animation.scale_x = 0.05;
128 e->animation.scale_y = 0.05;
129 e->animation.offset_z = 50 * e->move.linear[1];
130 e->animation.offset_x = 50 * e->move.noise_angle[1];
131 e->animation.offset_y = 50 * e->move.noise_angle[2];
132 float show2 = render_value_fp_from_float(e->animation, fade_lut, perm);
133
134 e->animation.angle = 5;
135 e->animation.z = 5;
136 e->animation.scale_x = 0.10;
137 e->animation.scale_y = 0.10;
138 e->animation.offset_z = 10 * e->move.linear[2];
139 e->animation.offset_x = 10 * e->move.noise_angle[2];
140 e->animation.offset_y = 10 * e->move.noise_angle[3];
141 float show3 = render_value_fp_from_float(e->animation, fade_lut, perm);
142
143 e->animation.angle = 15;
144 e->animation.z = 15;
145 e->animation.scale_x = 0.10;
146 e->animation.scale_y = 0.10;
147 e->animation.offset_z = 10 * e->move.linear[3];
148 e->animation.offset_x = 10 * e->move.noise_angle[3];
149 e->animation.offset_y = 10 * e->move.noise_angle[4];
150 float show4 = render_value_fp_from_float(e->animation, fade_lut, perm);
151
152 e->animation.angle = 2;
153 e->animation.z = 15;
154 e->animation.scale_x = 0.15;
155 e->animation.scale_y = 0.15;
156 e->animation.offset_z = 10 * e->move.linear[4];
157 e->animation.offset_x = 10 * e->move.noise_angle[4];
158 e->animation.offset_y = 10 * e->move.noise_angle[5];
159 float show5 = render_value_fp_from_float(e->animation, fade_lut, perm);
160
161 e->pixel.red = show1 - show4;
162 e->pixel.green = show2 - show5;
163 e->pixel.blue = show3 - show2 + show1;
164
165 e->pixel = e->rgb_sanity_check(e->pixel);
166 e->setPixelColorInternal(x, y, e->pixel);
167 }
168 }
169}
170
171} // namespace fl
172
void draw(Context &ctx) override
FPVizState mState
Definition big_caleido.h:22
void draw(Context &ctx) override
unsigned char u8
Definition s16x16x4.h:132
T * assume_aligned(T *ptr) FL_NOEXCEPT
Definition s16x16x4.h:126
FASTLED_FORCE_INLINE fl::i32 render_value_fp_from_float(const render_parameters &anim, const fl::i32 *fade_lut, const fl::u8 *perm)
Base definition for an LED controller.
Definition crgb.hpp:179
#define FL_OPTIMIZATION_LEVEL_O3_BEGIN
#define FL_FAST_MATH_BEGIN
#define FL_FAST_MATH_END
#define FL_OPTIMIZATION_LEVEL_O3_END
fl::unique_ptr< Engine > mEngine
Definition context.h:38