58 {
59 auto *e = ctx.mEngine.get();
60 e->get_ready();
63 const fl::u8 *perm = PERLIN_NOISE;
64
65 e->timings.master_speed = 0.01;
66 e->timings.ratio[0] = 2;
67 e->timings.ratio[1] = 2.1;
68 e->timings.ratio[2] = 1.2;
69
70 e->timings.offset[1] = 100;
71 e->timings.offset[2] = 200;
72 e->timings.offset[3] = 300;
73
74 e->calculate_oscillators(e->timings);
75
76 for (
int x = 0;
x < e->num_x;
x++) {
77 for (
int y = 0;
y < e->num_y;
y++) {
78 e->animation.angle = e->polar_theta[
x][
y];
79 e->animation.scale_x = 0.1;
80 e->animation.scale_y = 0.1;
81 e->animation.scale_z = 0.1;
82 e->animation.dist = e->distance[
x][
y];
83 e->animation.offset_y = 0;
84 e->animation.offset_x = 0;
85 e->animation.z = 2 * e->distance[
x][
y] - e->move.linear[0];
87
88 e->animation.angle = e->polar_theta[
x][
y];
89 e->animation.dist = e->distance[
x][
y];
90 e->animation.z = 2 * e->distance[
x][
y] - e->move.linear[1];
92
93 e->pixel.red = show1;
94 e->pixel.green = 0;
95 e->pixel.blue = show2;
96
97 e->pixel = e->rgb_sanity_check(e->pixel);
98 e->setPixelColorInternal(
x,
y, e->pixel);
99 }
100 }
101}
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)