55 {
56 auto *e = ctx.mEngine.get();
57 e->get_ready();
60 const fl::u8 *perm = PERLIN_NOISE;
61
62 e->timings.master_speed = 0.03;
63 e->timings.ratio[0] = 0.0025;
64 e->timings.ratio[1] = 0.0027;
65 e->timings.ratio[2] = 0.029;
66 e->timings.ratio[3] = 0.033;
67
68 e->calculate_oscillators(e->timings);
69
70 for (
int x = 0;
x < e->num_x;
x++) {
71 for (
int y = 0;
y < e->num_y;
y++) {
72
73 e->animation.dist = e->distance[
x][
y] + 20 * e->move.directional[0];
74 e->animation.angle = e->move.noise_angle[0] + e->move.noise_angle[1] +
76 e->animation.z = 5;
77 e->animation.scale_x = 0.1;
78 e->animation.scale_y = 0.1;
79 e->animation.offset_z = -10;
80 e->animation.offset_y = 20 * e->move.linear[2];
81 e->animation.offset_x = 10;
82 e->animation.low_limit = 0;
84
85 e->pixel.red = 0;
86 e->pixel.green = 0;
87 e->pixel.blue = e->show1;
88
89 e->pixel = e->rgb_sanity_check(e->pixel);
90
91 e->setPixelColorInternal(
x,
y, e->pixel);
92 }
93 }
94}
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