feat(starfield3d): camp d'estrelles 3D amb octaedres rotants cap a càmera
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// starfield3d.cpp - Implementació del starfield 3D
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// © 2026 JailDesigner
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#include "core/graphics/starfield3d.hpp"
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#include <algorithm>
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#include <cmath>
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#include <cstdlib>
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#include "core/defaults.hpp"
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namespace Graphics {
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namespace {
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// Helper: número aleatori en [0, 1) usant rand()/RAND_MAX (mateixa convenció
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// que la resta del joc — veure starfield.cpp).
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auto randFloat01() -> float {
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return static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
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}
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auto randRange(float lo, float hi) -> float {
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return lo + (randFloat01() * (hi - lo));
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}
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} // namespace
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Starfield3D::Starfield3D(Rendering::Renderer* renderer, const Camera3D* camera, int density)
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: renderer_(renderer),
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camera_(camera),
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octahedron_(makeOctahedron()) {
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stars_.resize(static_cast<std::size_t>(std::max(0, density)));
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for (auto& star : stars_) {
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// Pre-omplir amb estrelles distribuïdes per tot el rang Z, no només al far.
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initStar(star, /*spawn_at_far=*/false);
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}
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}
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void Starfield3D::initStar(Star& star, bool spawn_at_far) {
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star.position.x = randRange(-HALF_SPAWN_X, HALF_SPAWN_X);
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star.position.y = randRange(-HALF_SPAWN_Y, HALF_SPAWN_Y);
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star.position.z = spawn_at_far
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? Z_FAR_SPAWN
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: randRange(Z_NEAR_RESPAWN, Z_FAR_SPAWN);
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star.velocity_z = -randRange(MIN_VELOCITY_Z, MAX_VELOCITY_Z);
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star.rot_phase_y = randFloat01() * Defaults::Math::PI * 2.0F;
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star.rot_phase_x = randFloat01() * Defaults::Math::PI * 2.0F;
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star.rot_speed_y = randRange(MIN_ROT_SPEED, MAX_ROT_SPEED);
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star.rot_speed_x = randRange(MIN_ROT_SPEED, MAX_ROT_SPEED);
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star.scale = STAR_BASE_SCALE + (randRange(-1.0F, 1.0F) * STAR_SCALE_JITTER);
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}
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auto Starfield3D::computeBrightness(const Star& star) const -> float {
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// Lerp segons distància Z normalitzada [Z_NEAR_RESPAWN .. Z_FAR_SPAWN].
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const float SPAN = Z_FAR_SPAWN - Z_NEAR_RESPAWN;
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const float T_RAW = (star.position.z - Z_NEAR_RESPAWN) / SPAN;
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const float T = std::clamp(T_RAW, 0.0F, 1.0F);
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const float BRIGHTNESS = BRIGHTNESS_NEAR + (T * (BRIGHTNESS_FAR - BRIGHTNESS_NEAR));
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return std::clamp(BRIGHTNESS * brightness_mult_, 0.0F, 1.0F);
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}
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void Starfield3D::update(float delta_time) {
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for (auto& star : stars_) {
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star.position.z += star.velocity_z * delta_time;
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star.rot_phase_y += star.rot_speed_y * delta_time;
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star.rot_phase_x += star.rot_speed_x * delta_time;
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if (star.position.z < Z_NEAR_RESPAWN) {
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initStar(star, /*spawn_at_far=*/true);
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}
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}
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}
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void Starfield3D::draw() const {
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if (camera_ == nullptr || renderer_ == nullptr) {
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return;
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}
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// Ordena de més lluny a més a prop perquè el blending additiu acumule
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// brightness sense que els elements de davant queden tapats pels de
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// darrere. Còpia d'índexs per no modificar l'ordre intern de stars_.
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std::vector<std::size_t> order(stars_.size());
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for (std::size_t i = 0; i < order.size(); ++i) {
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order[i] = i;
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}
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std::ranges::sort(order, [&](std::size_t a, std::size_t b) {
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return stars_[a].position.z > stars_[b].position.z;
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});
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for (std::size_t idx : order) {
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const Star& star = stars_[idx];
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const Transform3D TRANSFORM{
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.position = star.position,
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.rotation_euler = Vec3{.x = star.rot_phase_x, .y = star.rot_phase_y, .z = 0.0F},
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.scale = star.scale,
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};
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drawWireframe(renderer_, *camera_, octahedron_, TRANSFORM, computeBrightness(star));
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}
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}
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void Starfield3D::setBrightness(float multiplier) {
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brightness_mult_ = std::max(0.0F, multiplier);
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}
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} // namespace Graphics
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