52 {
53 auto *e = ctx.mEngine.get();
54 e->get_ready();
57 const fl::u8 *perm = PERLIN_NOISE;
58
59 e->run_default_oscillators();
60 e->timings.master_speed = 0.003;
61 e->calculate_oscillators(e->timings);
62
63 for (
int x = 0;
x < e->num_x;
x++) {
64 for (
int y = 0;
y < e->num_y;
y++) {
65 e->animation.dist = (e->distance[
x][
y] * e->distance[
x][
y]) / 2;
66 e->animation.angle = e->polar_theta[
x][
y];
67
68 e->animation.scale_x = 0.005;
69 e->animation.scale_y = 0.005;
70
71 e->animation.offset_y = -10 * e->move.linear[0];
72 e->animation.offset_x = 0;
73 e->animation.offset_z = 0;
74
75 e->animation.z = 0;
76 e->animation.low_limit = 0;
78
79 float linear = 1;
80
81 e->pixel.red = show1 * linear;
82 e->pixel.green = 0;
83 e->pixel.blue = 0;
84
85 e->pixel = e->rgb_sanity_check(e->pixel);
86 e->setPixelColorInternal(
x,
y, e->pixel);
87 }
88 }
89}
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)