80 {
81 auto *e = ctx.mEngine.get();
82 e->get_ready();
85 const fl::u8 *perm = PERLIN_NOISE;
86
87 e->timings.master_speed = 0.003;
88 e->timings.ratio[0] = 0.02;
89 e->timings.ratio[1] = 0.03;
90 e->timings.ratio[2] = 0.04;
91 e->timings.ratio[3] = 0.05;
92 e->timings.ratio[4] = 0.6;
93 e->timings.offset[0] = 0;
94 e->timings.offset[1] = 100;
95 e->timings.offset[2] = 200;
96 e->timings.offset[3] = 300;
97 e->timings.offset[4] = 400;
98
99 e->calculate_oscillators(e->timings);
100
101 for (
int x = 0;
x < e->num_x;
x++) {
102 for (
int y = 0;
y < e->num_y;
y++) {
103 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[0]) / 3;
104 e->animation.angle = 3 * e->polar_theta[
x][
y] +
105 3 * e->move.noise_angle[0] + e->move.radial[4];
106 e->animation.scale_x = 0.1;
107 e->animation.scale_y = 0.1;
108 e->animation.scale_z = 0.1;
109 e->animation.offset_y = 2 * e->move.linear[0];
110 e->animation.offset_x = 0;
111 e->animation.offset_z = 0;
112 e->animation.z = e->move.linear[0];
114
115 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[1]) / 3;
116 e->animation.angle = 4 * e->polar_theta[
x][
y] +
117 3 * e->move.noise_angle[1] + e->move.radial[4];
118 e->animation.offset_x = 2 * e->move.linear[1];
119 e->animation.z = e->move.linear[1];
121
122 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[2]) / 3;
123 e->animation.angle = 5 * e->polar_theta[
x][
y] +
124 3 * e->move.noise_angle[2] + e->move.radial[4];
125 e->animation.offset_y = 2 * e->move.linear[2];
126 e->animation.z = e->move.linear[2];
128
129 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[3]) / 3;
130 e->animation.angle = 4 * e->polar_theta[
x][
y] +
131 3 * e->move.noise_angle[3] + e->move.radial[4];
132 e->animation.offset_x = 2 * e->move.linear[3];
133 e->animation.z = e->move.linear[3];
135
136 e->pixel.red = show1;
137 e->pixel.green = show3 * e->distance[
x][
y] / 10;
138 e->pixel.blue = (show2 + show4) / 2;
139
140 e->pixel = e->rgb_sanity_check(e->pixel);
141 e->setPixelColorInternal(
x,
y, e->pixel);
142 }
143 }
144}
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