57 {
58 auto *e = ctx.mEngine.get();
59 e->get_ready();
62 const fl::u8 *perm = PERLIN_NOISE;
63
64 e->timings.master_speed = 0.031;
65 e->timings.ratio[0] = 0.0025;
66 e->timings.ratio[1] = 0.0027;
67 e->timings.ratio[2] = 0.029;
68 e->timings.ratio[3] = 0.33;
69 e->timings.ratio[4] = 0.036;
70
71 e->calculate_oscillators(e->timings);
72
73 for (
int x = 0;
x < e->num_x;
x++) {
74 for (
int y = 0;
y < e->num_y;
y++) {
75
76 float s = 1.5;
77
78 e->animation.dist = e->distance[
x][
y] +
79 fl::sinf(0.5 * e->distance[
x][
y] - e->move.radial[3]);
80 e->animation.angle = e->polar_theta[
x][
y];
81 e->animation.z = 5;
82 e->animation.scale_x = 0.1 * s;
83 e->animation.scale_y = 0.1 * s;
84 e->animation.offset_z = 0.1 * e->move.linear[0];
85 e->animation.offset_y = -20 * e->move.linear[0];
86 e->animation.offset_x = 10;
87 e->animation.low_limit = 0;
89
90 e->pixel.red = e->show1;
91 e->pixel.green = 0;
92 e->pixel.blue = 0;
93
94 e->pixel = e->rgb_sanity_check(e->pixel);
95
96 e->setPixelColorInternal(
x,
y, e->pixel);
97 }
98 }
99}
T * assume_aligned(T *ptr) FL_NOEXCEPT
float sinf(float value) 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)