feat(lighting): flicker proporcional al radi amb overrides per emissor
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@@ -57,9 +57,9 @@ namespace Lighting {
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auto activeFlicker() -> FlickerConfig& {
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static FlickerConfig fc_{
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.wave_amplitude_px = Defaults::Lighting::FLICKER_WAVE_AMPLITUDE_PX,
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.wave_amplitude_ratio = Defaults::Lighting::FLICKER_WAVE_AMPLITUDE_RATIO,
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.wave_frequency_hz = Defaults::Lighting::FLICKER_WAVE_FREQUENCY_HZ,
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.noise_amplitude_px = Defaults::Lighting::FLICKER_NOISE_AMPLITUDE_PX,
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.noise_amplitude_ratio = Defaults::Lighting::FLICKER_NOISE_AMPLITUDE_RATIO,
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.noise_frequency_hz = Defaults::Lighting::FLICKER_NOISE_FREQUENCY_HZ,
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};
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return fc_;
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@@ -70,13 +70,16 @@ namespace Lighting {
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// identificador estable de l'emissor (no canvia amb la posició) —
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// així el patró no "deriva" quan l'emissor es mou. El factor
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// ~φ (golden ratio) dispersa les fases per a seeds consecutives.
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// Les amplituds són ràtios sobre el radi base, multiplicades aquí
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// → mateix percentatge d'oscil·lació per a qualsevol mida.
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auto computeFlickerRadius(int base_radius, int seed, float t_s, const FlickerConfig& fc) -> int {
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constexpr float TWO_PI = 2.0F * std::numbers::pi_v<float>;
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constexpr float GOLDEN_FRACTION = 0.6180339F;
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const float PHASE = static_cast<float>(seed) * GOLDEN_FRACTION;
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const float W1 = std::sin((TWO_PI * fc.wave_frequency_hz * t_s) + PHASE);
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const float W2 = std::sin((TWO_PI * fc.noise_frequency_hz * t_s) + (PHASE * 2.7F));
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const float DELTA = (fc.wave_amplitude_px * W1) + (fc.noise_amplitude_px * W2);
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const auto R_F = static_cast<float>(base_radius);
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const float DELTA = (fc.wave_amplitude_ratio * R_F * W1) + (fc.noise_amplitude_ratio * R_F * W2);
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const int R = base_radius + static_cast<int>(std::lround(DELTA));
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return std::max(1, R);
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}
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@@ -251,6 +254,10 @@ namespace Lighting {
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return activeSubtractiveConfig();
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}
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auto flickerConfig() -> const FlickerConfig& {
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return activeFlicker();
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}
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namespace {
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// Llegeix els 5 camps de `GradientConfig` d'un node YAML — qualsevol
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// camp absent conserva el valor compilat dels defaults. Compartit
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@@ -283,9 +290,9 @@ namespace Lighting {
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if (yaml.contains("flicker")) {
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const auto& f = yaml["flicker"];
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auto& fc = activeFlicker();
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readField(f, "wave_amplitude_px", fc.wave_amplitude_px);
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readField(f, "wave_amplitude_ratio", fc.wave_amplitude_ratio);
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readField(f, "wave_frequency_hz", fc.wave_frequency_hz);
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readField(f, "noise_amplitude_px", fc.noise_amplitude_px);
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readField(f, "noise_amplitude_ratio", fc.noise_amplitude_ratio);
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readField(f, "noise_frequency_hz", fc.noise_frequency_hz);
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}
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} catch (const std::exception& ex) {
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@@ -297,9 +304,17 @@ namespace Lighting {
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// Helper: emissor "patxat" amb el radi efectiu (post-flicker) per
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// a aquest frame. Mantenim l'`Emitter` del caller intacte i la
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// resta de camps (color, seed, ...) propagats.
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// resta de camps (color, seed, flicker_params, ...) propagats.
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auto withEffectiveRadius(const Emitter& e, int r_eff) -> Emitter {
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return Emitter{.cx = e.cx, .cy = e.cy, .radius = r_eff, .seed = e.seed, .flicker = e.flicker, .color = e.color};
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return Emitter{
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.cx = e.cx,
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.cy = e.cy,
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.radius = r_eff,
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.seed = e.seed,
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.flicker = e.flicker,
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.color = e.color,
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.flicker_params = e.flicker_params,
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};
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}
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// Camí del mode subtractive (històric): omple un buffer de
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@@ -312,11 +327,10 @@ namespace Lighting {
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std::ranges::fill(lum, room);
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const auto& cfg = activeSubtractiveConfig();
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const auto& fc = activeFlicker();
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const float T_S = static_cast<float>(SDL_GetTicks()) / 1000.0F;
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for (const auto& e : emitters) {
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if (e.radius <= 0) { continue; }
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const int R_EFF = e.flicker ? computeFlickerRadius(e.radius, e.seed, T_S, fc) : e.radius;
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const int R_EFF = e.flicker ? computeFlickerRadius(e.radius, e.seed, T_S, e.flicker_params) : e.radius;
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const auto RINGS = computeRings(R_EFF, cfg);
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const Emitter EFF = withEffectiveRadius(e, R_EFF);
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rasterizeEmitter(EFF, RINGS, lum.data(), width, height);
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@@ -330,11 +344,10 @@ namespace Lighting {
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void applyAdditive(std::uint32_t* canvas, int width, int height, std::uint8_t room, std::span<const Emitter> emitters) {
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darkenCanvas(canvas, width, height, room);
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const auto& cfg = activeAdditiveConfig();
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const auto& fc = activeFlicker();
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const float T_S = static_cast<float>(SDL_GetTicks()) / 1000.0F;
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for (const auto& e : emitters) {
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if (e.radius <= 0) { continue; }
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const int R_EFF = e.flicker ? computeFlickerRadius(e.radius, e.seed, T_S, fc) : e.radius;
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const int R_EFF = e.flicker ? computeFlickerRadius(e.radius, e.seed, T_S, e.flicker_params) : e.radius;
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const auto RINGS = computeRings(R_EFF, cfg);
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const Emitter EFF = withEffectiveRadius(e, R_EFF);
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rasterizeEmitterAdditive(EFF, RINGS, canvas, width, height);
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