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feat(editor): add --gen-texture-caustics water-shimmer pattern
52nd procedural texture: water-surface caustics via four superimposed sine waves running along x, y, x+y, and x-y. Each wave is taken in absolute value before multiplication so peaks shine on either side of the wave centerline, giving the bright-line interference network you see on a pool floor or sunlit shallow streambed. Two-color lerp from bgHex (depth) to hiHex (highlight). Default 24-pixel period reads at the right scale for water- plane underlay; pass a smaller period for tighter ripple. Useful as the floor texture under transparent water volumes, magic-fountain pools, fish-tank ground plates, ritual scrying basins, and any "submerged surface seen through clear water" effect.
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3 changed files with 80 additions and 1 deletions
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@ -4586,6 +4586,82 @@ int handleKnit(int& i, int argc, char** argv) {
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return 0;
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}
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int handleCaustics(int& i, int argc, char** argv) {
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// Water caustics: 4 superimposed sine waves running along
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// x, y, x+y, and x-y, summed into [-4,+4] and remapped to
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// [0,1]. The interference produces the classic shimmering
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// diamond-mesh caustic pattern seen on pool floors and
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// shallow streambeds. Two-color lerp from bgHex (depth) to
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// hiHex (highlight).
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std::string outPath = argv[++i];
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std::string bgHex = argv[++i];
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std::string hiHex = argv[++i];
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int period = 24;
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int W = 256, H = 256;
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if (i + 1 < argc && argv[i + 1][0] != '-') {
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try { period = std::stoi(argv[++i]); } catch (...) {}
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}
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if (i + 1 < argc && argv[i + 1][0] != '-') {
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try { W = std::stoi(argv[++i]); } catch (...) {}
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}
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if (i + 1 < argc && argv[i + 1][0] != '-') {
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try { H = std::stoi(argv[++i]); } catch (...) {}
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}
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if (W < 1 || H < 1 || W > 8192 || H > 8192 ||
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period < 4 || period > 1024) {
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std::fprintf(stderr,
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"gen-texture-caustics: invalid dims (W/H 1..8192, "
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"period 4..1024)\n");
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return 1;
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}
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uint8_t br_, bg_, bb_, hr, hg, hb_;
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if (!parseHex(bgHex, br_, bg_, bb_) ||
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!parseHex(hiHex, hr, hg, hb_)) {
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std::fprintf(stderr,
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"gen-texture-caustics: bg or highlight hex color is invalid\n");
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return 1;
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}
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std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
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const float twoPi = 6.28318530717958f;
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const float invPeriod = 1.0f / period;
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for (int y = 0; y < H; ++y) {
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for (int x = 0; x < W; ++x) {
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float fx = x * invPeriod * twoPi;
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float fy = y * invPeriod * twoPi;
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float fxy = (x + y) * invPeriod * twoPi * 0.7071f;
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float fyx = (x - y) * invPeriod * twoPi * 0.7071f;
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// Sum 4 waves; absolute-value the result so peaks are
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// bright on either side of the wave (gives the classic
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// caustic's bright-line network rather than a smooth
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// checkerboard).
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float v = std::abs(std::sin(fx)) * std::abs(std::sin(fy));
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v += std::abs(std::sin(fxy)) * std::abs(std::sin(fyx));
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float t = v * 0.5f;
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if (t < 0) t = 0;
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if (t > 1) t = 1;
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uint8_t r = static_cast<uint8_t>(br_ + t * (hr - br_));
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uint8_t g = static_cast<uint8_t>(bg_ + t * (hg - bg_));
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uint8_t b = static_cast<uint8_t>(bb_ + t * (hb_ - bb_));
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size_t idx = (static_cast<size_t>(y) * W + x) * 3;
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pixels[idx + 0] = r;
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pixels[idx + 1] = g;
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pixels[idx + 2] = b;
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}
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}
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if (!stbi_write_png(outPath.c_str(), W, H, 3,
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pixels.data(), W * 3)) {
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std::fprintf(stderr,
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"gen-texture-caustics: stbi_write_png failed for %s\n",
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outPath.c_str());
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return 1;
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}
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std::printf("Wrote %s\n", outPath.c_str());
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std::printf(" size : %dx%d\n", W, H);
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std::printf(" bg/hi : %s / %s\n", bgHex.c_str(), hiHex.c_str());
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std::printf(" period : %d\n", period);
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return 0;
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}
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int handleRope(int& i, int argc, char** argv) {
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// Twisted rope/cordage: two interleaved sinusoidal strands
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// running along the Y axis. Each strand's X position oscillates
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@ -5020,6 +5096,7 @@ constexpr TextureEntry kTextureTable[] = {
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{"--gen-texture-planks", 3, handlePlanks},
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{"--gen-texture-corrugated", 3, handleCorrugated},
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{"--gen-texture-rope", 3, handleRope},
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{"--gen-texture-caustics", 3, handleCaustics},
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};
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} // namespace
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