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feat(editor): add --gen-texture-bark tree-bark pattern
Vertical streaks of varying brightness (per-column hash gives each streak a stable shade in 0.85..1.10) sway-warped per-row via a slow cosine offset, plus dark vertical cracks at random columns where bark splits as the trunk expands. Defaults: density=0.04 (~4% of columns become cracks), seed=1. Useful for tree-trunk textures, wooden palisades, bark-clad buildings. Brings the procedural texture pattern set to 24.
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3 changed files with 116 additions and 1 deletions
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@ -1882,6 +1882,116 @@ int handleTile(int& i, int argc, char** argv) {
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return 0;
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}
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int handleBark(int& i, int argc, char** argv) {
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// Tree bark: vertical wavy streaks (the trunk's growth lines)
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// plus dark vertical cracks at random columns (where bark
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// splits as the tree expands). Streaks waver per row via a
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// smooth cosine offset so the texture doesn't look gridded.
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std::string outPath = argv[++i];
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std::string baseHex = argv[++i];
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std::string crackHex = argv[++i];
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uint32_t seed = 1;
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float density = 0.04f; // fraction of columns that become cracks
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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 { seed = static_cast<uint32_t>(std::stoul(argv[++i])); } catch (...) {}
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}
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if (i + 1 < argc && argv[i + 1][0] != '-') {
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try { density = std::stof(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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density < 0.0f || density > 0.5f) {
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std::fprintf(stderr,
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"gen-texture-bark: invalid dims (W/H 1..8192, density 0..0.5)\n");
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return 1;
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}
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uint8_t br, bg, bb_, cr, cg, cb;
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if (!parseHex(baseHex, br, bg, bb_)) {
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std::fprintf(stderr,
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"gen-texture-bark: '%s' is not a valid hex color\n",
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baseHex.c_str());
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return 1;
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}
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if (!parseHex(crackHex, cr, cg, cb)) {
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std::fprintf(stderr,
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"gen-texture-bark: '%s' is not a valid hex color\n",
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crackHex.c_str());
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return 1;
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}
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uint32_t state = seed ? seed : 1u;
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auto next01 = [&state]() -> float {
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state = state * 1664525u + 1013904223u;
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return (state >> 8) * (1.0f / 16777216.0f);
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};
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// Pick crack columns up front (sparse).
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int crackCount = static_cast<int>(W * density);
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std::vector<int> crackCols;
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crackCols.reserve(crackCount);
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for (int k = 0; k < crackCount; ++k) {
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crackCols.push_back(static_cast<int>(next01() * W));
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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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float seedF = static_cast<float>(seed);
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// Per-column shade variation (each vertical streak has its own
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// brightness derived from a column hash). Pre-compute so each
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// pixel just reads the column.
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std::vector<float> colShade(W);
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for (int x = 0; x < W; ++x) {
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// Stable column hash → 0.85..1.10 shade
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uint32_t h = static_cast<uint32_t>(x) * 2654435761u + seed;
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h = (h ^ (h >> 13)) * 1274126177u;
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h = h ^ (h >> 16);
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float n = (h >> 8) * (1.0f / 16777216.0f);
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colShade[x] = 0.85f + 0.25f * n;
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}
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for (int y = 0; y < H; ++y) {
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// Slow horizontal sway so vertical streaks waver per row.
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float sway = std::sin(y * 0.04f + seedF * 0.3f) * 1.5f;
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for (int x = 0; x < W; ++x) {
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int sx = x + static_cast<int>(sway);
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if (sx < 0) sx = 0;
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if (sx >= W) sx = W - 1;
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float shade = colShade[sx];
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uint8_t r = static_cast<uint8_t>(std::clamp(br * shade, 0.0f, 255.0f));
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uint8_t g = static_cast<uint8_t>(std::clamp(bg * shade, 0.0f, 255.0f));
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uint8_t b = static_cast<uint8_t>(std::clamp(bb_ * shade, 0.0f, 255.0f));
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// Crack overlay: any pixel within 1 px of a crack column
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// (with sway applied) becomes the crack color.
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for (int cc : crackCols) {
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if (std::abs(sx - cc) <= 1) {
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r = cr; g = cg; b = cb;
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break;
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}
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}
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size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
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pixels[i2 + 0] = r;
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pixels[i2 + 1] = g;
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pixels[i2 + 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-bark: 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(" base/crack : %s / %s\n",
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baseHex.c_str(), crackHex.c_str());
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std::printf(" density : %.4f (%d cracks)\n",
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density, crackCount);
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std::printf(" seed : %u\n", seed);
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return 0;
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}
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} // namespace
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bool handleGenTexture(int& i, int argc, char** argv, int& outRc) {
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@ -1947,6 +2057,9 @@ bool handleGenTexture(int& i, int argc, char** argv, int& outRc) {
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if (std::strcmp(argv[i], "--gen-texture-tile") == 0 && i + 3 < argc) {
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outRc = handleTile(i, argc, argv); return true;
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}
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if (std::strcmp(argv[i], "--gen-texture-bark") == 0 && i + 3 < argc) {
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outRc = handleBark(i, argc, argv); return true;
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}
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return false;
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}
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@ -75,6 +75,8 @@ void printUsage(const char* argv0) {
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std::printf(" Lava: dark cooled crust with bright glowing cracks via Worley cell boundaries\n");
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std::printf(" --gen-texture-tile <out.png> <tileHex> <groutHex> [tilePx] [groutPx] [W H]\n");
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std::printf(" Square stone tiles with grout grid (default 32px tiles, 2px grout)\n");
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std::printf(" --gen-texture-bark <out.png> <baseHex> <crackHex> [seed] [crackDensity] [W H]\n");
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std::printf(" Tree bark: vertical wavy streaks + dark vertical cracks (default density=0.04)\n");
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std::printf(" --add-texture-to-zone <zoneDir> <png-path> [renameTo]\n");
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std::printf(" Copy an existing PNG into <zoneDir> (optionally renaming it on the way in)\n");
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std::printf(" --gen-mesh <wom-base> <cube|plane|sphere|cylinder|torus|cone|ramp> [size]\n");
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@ -571,7 +571,7 @@ int main(int argc, char* argv[]) {
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"--gen-texture-wood", "--gen-texture-grass", "--gen-texture-fabric",
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"--gen-texture-cobble", "--gen-texture-marble", "--gen-texture-metal",
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"--gen-texture-leather", "--gen-texture-sand", "--gen-texture-snow",
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"--gen-texture-lava", "--gen-texture-tile",
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"--gen-texture-lava", "--gen-texture-tile", "--gen-texture-bark",
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"--validate-glb", "--info-glb", "--info-glb-tree", "--info-glb-bytes",
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"--validate-jsondbc", "--check-glb-bounds", "--validate-stl",
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"--validate-png", "--validate-blp",
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