74 {
75 auto *e = ctx.mEngine.get();
76 e->get_ready();
79 const fl::u8 *perm = PERLIN_NOISE;
80
81 e->timings.master_speed = 0.03;
82 e->timings.ratio[0] = 0.025;
83 e->timings.ratio[1] = 0.027;
84 e->timings.ratio[2] = 0.031;
85 e->timings.ratio[3] = 0.0033;
86 e->timings.ratio[4] = 0.0036;
87 e->timings.ratio[5] = 0.0039;
88
89 e->calculate_oscillators(e->timings);
90
91 for (
int x = 0;
x < e->num_x;
x++) {
92 for (
int y = 0;
y < e->num_y;
y++) {
93
94 e->animation.dist = e->distance[
x][
y] * (e->move.directional[0]);
95 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[0];
96 e->animation.z = 5;
97 e->animation.scale_x = 0.09;
98 e->animation.scale_y = 0.09;
99 e->animation.offset_z = 5 * e->move.linear[0];
100 e->animation.offset_x = 0;
101 e->animation.offset_y = 0;
103
104 e->animation.dist = e->distance[
x][
y] * e->move.directional[1];
105 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[1];
106 e->animation.z = 50;
107 e->animation.scale_x = 0.07;
108 e->animation.scale_y = 0.07;
109 e->animation.offset_z = 5 * e->move.linear[1];
110 e->animation.offset_x = 0;
111 e->animation.offset_y = 0;
113
114 e->animation.dist = e->distance[
x][
y] * e->move.directional[2];
115 e->animation.angle = e->polar_theta[
x][
y] + e->move.radial[2];
116 e->animation.z = 500;
117 e->animation.scale_x = 0.05;
118 e->animation.scale_y = 0.05;
119 e->animation.offset_z = 5 * e->move.linear[2];
120 e->animation.offset_x = 0;
121 e->animation.offset_y = 0;
123
124 e->pixel.red = show1;
125 e->pixel.green = show2;
126 e->pixel.blue = show3;
127
128 e->pixel = e->rgb_sanity_check(e->pixel);
129
130 e->setPixelColorInternal(
x,
y, e->pixel);
131 }
132 }
133}
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)