15 e->timings.master_speed = 0.003;
16 e->timings.ratio[0] = 0.025;
17 e->timings.ratio[1] = 0.027;
18 e->timings.ratio[2] = 0.029;
19 e->timings.ratio[3] = 0.033;
20 e->timings.ratio[4] = 0.037;
21 e->timings.ratio[5] = 0.15;
22 e->timings.ratio[6] = 0.41;
24 e->calculate_oscillators(e->timings);
26 for (
int x = 0;
x < e->num_x;
x++) {
27 for (
int y = 0;
y < e->num_y;
y++) {
30 float f = 10 + 2 * e->move.directional[0];
32 e->animation.dist = (f + e->move.directional[0]) *
33 fl::sinf(-e->move.radial[5] + e->move.radial[0] +
34 (e->distance[
x][
y] / (s)));
35 e->animation.angle = 1 * e->polar_theta[
x][
y];
37 e->animation.scale_x = 0.1;
38 e->animation.scale_y = 0.1;
39 e->animation.offset_z = -10;
40 e->animation.offset_y = 20 * e->move.linear[0];
41 e->animation.offset_x = 10;
42 e->animation.low_limit = 0;
43 e->show2 = e->render_value(e->animation);
45 e->animation.dist = (f + e->move.directional[1]) *
46 fl::sinf(-e->move.radial[5] + e->move.radial[1] +
47 (e->distance[
x][
y] / (s)));
48 e->animation.angle = 1 * e->polar_theta[
x][
y];
50 e->animation.scale_x = 0.1;
51 e->animation.scale_y = 0.1;
52 e->animation.offset_z = -10;
53 e->animation.offset_y = 20 * e->move.linear[1];
54 e->animation.offset_x = 10;
55 e->animation.low_limit = 0;
56 e->show3 = e->render_value(e->animation);
58 e->animation.dist = (f + e->move.directional[2]) *
59 fl::sinf(-e->move.radial[5] + e->move.radial[2] +
60 (e->distance[
x][
y] / (s)));
61 e->animation.angle = 1 * e->polar_theta[
x][
y];
62 e->animation.z = 5000;
63 e->animation.scale_x = 0.1;
64 e->animation.scale_y = 0.1;
65 e->animation.offset_z = -10;
66 e->animation.offset_y = 20 * e->move.linear[2];
67 e->animation.offset_x = 10;
68 e->animation.low_limit = 0;
69 e->show4 = e->render_value(e->animation);
71 e->animation.dist = (f + e->move.directional[3]) *
72 fl::sinf(-e->move.radial[5] + e->move.radial[3] +
73 (e->distance[
x][
y] / (s)));
74 e->animation.angle = 1 * e->polar_theta[
x][
y];
75 e->animation.z = 2000;
76 e->animation.scale_x = 0.1;
77 e->animation.scale_y = 0.1;
78 e->animation.offset_z = -10;
79 e->animation.offset_y = 20 * e->move.linear[3];
80 e->animation.offset_x = 10;
81 e->animation.low_limit = 0;
82 e->show5 = e->render_value(e->animation);
84 e->show6 = e->screen(e->show4, e->show5);
85 e->show7 = e->screen(e->show2, e->show3);
88 float radial = (radius - e->distance[
x][
y]) / radius;
90 e->pixel.red = e->pixel.blue - 40;
92 e->pixel.blue = (0.3 * e->show6 + 0.7 * e->show7) * radial;
94 e->pixel = e->rgb_sanity_check(e->pixel);
96 e->setPixelColorInternal(
x,
y, e->pixel);
111 const fl::u8 *perm = PERLIN_NOISE;
113 e->timings.master_speed = 0.003;
114 e->timings.ratio[0] = 0.025;
115 e->timings.ratio[1] = 0.027;
116 e->timings.ratio[2] = 0.029;
117 e->timings.ratio[3] = 0.033;
118 e->timings.ratio[4] = 0.037;
119 e->timings.ratio[5] = 0.15;
120 e->timings.ratio[6] = 0.41;
122 e->calculate_oscillators(e->timings);
124 for (
int x = 0;
x < e->num_x;
x++) {
125 for (
int y = 0;
y < e->num_y;
y++) {
128 float f = 10 + 2 * e->move.directional[0];
130 e->animation.dist = (f + e->move.directional[0]) *
131 fl::sinf(-e->move.radial[5] + e->move.radial[0] +
132 (e->distance[
x][
y] / (s)));
133 e->animation.angle = 1 * e->polar_theta[
x][
y];
135 e->animation.scale_x = 0.1;
136 e->animation.scale_y = 0.1;
137 e->animation.offset_z = -10;
138 e->animation.offset_y = 20 * e->move.linear[0];
139 e->animation.offset_x = 10;
140 e->animation.low_limit = 0;
143 e->animation.dist = (f + e->move.directional[1]) *
144 fl::sinf(-e->move.radial[5] + e->move.radial[1] +
145 (e->distance[
x][
y] / (s)));
146 e->animation.angle = 1 * e->polar_theta[
x][
y];
147 e->animation.z = 500;
148 e->animation.scale_x = 0.1;
149 e->animation.scale_y = 0.1;
150 e->animation.offset_z = -10;
151 e->animation.offset_y = 20 * e->move.linear[1];
152 e->animation.offset_x = 10;
153 e->animation.low_limit = 0;
156 e->animation.dist = (f + e->move.directional[2]) *
157 fl::sinf(-e->move.radial[5] + e->move.radial[2] +
158 (e->distance[
x][
y] / (s)));
159 e->animation.angle = 1 * e->polar_theta[
x][
y];
160 e->animation.z = 5000;
161 e->animation.scale_x = 0.1;
162 e->animation.scale_y = 0.1;
163 e->animation.offset_z = -10;
164 e->animation.offset_y = 20 * e->move.linear[2];
165 e->animation.offset_x = 10;
166 e->animation.low_limit = 0;
169 e->animation.dist = (f + e->move.directional[3]) *
170 fl::sinf(-e->move.radial[5] + e->move.radial[3] +
171 (e->distance[
x][
y] / (s)));
172 e->animation.angle = 1 * e->polar_theta[
x][
y];
173 e->animation.z = 2000;
174 e->animation.scale_x = 0.1;
175 e->animation.scale_y = 0.1;
176 e->animation.offset_z = -10;
177 e->animation.offset_y = 20 * e->move.linear[3];
178 e->animation.offset_x = 10;
179 e->animation.low_limit = 0;
182 e->show6 = e->screen(e->show4, e->show5);
183 e->show7 = e->screen(e->show2, e->show3);
186 float radial = (radius - e->distance[
x][
y]) / radius;
188 e->pixel.red = e->pixel.blue - 40;
190 e->pixel.blue = (0.3 * e->show6 + 0.7 * e->show7) * radial;
192 e->pixel = e->rgb_sanity_check(e->pixel);
194 e->setPixelColorInternal(
x,
y, e->pixel);
fl::unique_ptr< Engine > mEngine