feat(editor): add --gen-texture-marble veined stone pattern

Marble pattern via warped sinusoidal veining (the canonical
"marble shader"): take a sine wave, warp its input by smooth
multi-octave noise, raise |sin| to a high power so the bright
vein bands stay narrow. Result: irregular bright veins on a
base color with low-freq variation across the texture.

Defaults: sharpness=8, seed=1. Useful for floors, statues,
cathedral walls, ornate furniture. Brings the procedural
texture pattern set to 17.
This commit is contained in:
Kelsi 2026-05-08 10:27:34 -07:00
parent 688ef1c9fd
commit 1ea5b5946d

View file

@ -553,6 +553,8 @@ static void printUsage(const char* argv0) {
std::printf(" Woven fabric pattern with alternating warp/weft threads (default thread=4px)\n"); std::printf(" Woven fabric pattern with alternating warp/weft threads (default thread=4px)\n");
std::printf(" --gen-texture-cobble <out.png> <stoneHex> <mortarHex> [stonePx] [seed] [W H]\n"); std::printf(" --gen-texture-cobble <out.png> <stoneHex> <mortarHex> [stonePx] [seed] [W H]\n");
std::printf(" Cobblestone street pattern: irregular packed stones (default stone=24px, seed 1)\n"); std::printf(" Cobblestone street pattern: irregular packed stones (default stone=24px, seed 1)\n");
std::printf(" --gen-texture-marble <out.png> <baseHex> <veinHex> [seed] [veinSharpness] [W H]\n");
std::printf(" Marble pattern with sinusoidal veining (default seed 1, sharpness 8)\n");
std::printf(" --add-texture-to-zone <zoneDir> <png-path> [renameTo]\n"); std::printf(" --add-texture-to-zone <zoneDir> <png-path> [renameTo]\n");
std::printf(" Copy an existing PNG into <zoneDir> (optionally renaming it on the way in)\n"); std::printf(" Copy an existing PNG into <zoneDir> (optionally renaming it on the way in)\n");
std::printf(" --gen-mesh <wom-base> <cube|plane|sphere|cylinder|torus|cone|ramp> [size]\n"); std::printf(" --gen-mesh <wom-base> <cube|plane|sphere|cylinder|torus|cone|ramp> [size]\n");
@ -1125,7 +1127,7 @@ int main(int argc, char* argv[]) {
"--gen-texture-radial", "--gen-texture-stripes", "--gen-texture-dots", "--gen-texture-radial", "--gen-texture-stripes", "--gen-texture-dots",
"--gen-texture-rings", "--gen-texture-checker", "--gen-texture-brick", "--gen-texture-rings", "--gen-texture-checker", "--gen-texture-brick",
"--gen-texture-wood", "--gen-texture-grass", "--gen-texture-fabric", "--gen-texture-wood", "--gen-texture-grass", "--gen-texture-fabric",
"--gen-texture-cobble", "--gen-texture-cobble", "--gen-texture-marble",
"--validate-glb", "--info-glb", "--info-glb-tree", "--info-glb-bytes", "--validate-glb", "--info-glb", "--info-glb-tree", "--info-glb-bytes",
"--validate-jsondbc", "--check-glb-bounds", "--validate-stl", "--validate-jsondbc", "--check-glb-bounds", "--validate-stl",
"--validate-png", "--validate-blp", "--validate-png", "--validate-blp",
@ -20460,6 +20462,135 @@ int main(int argc, char* argv[]) {
std::printf(" stone px : %d\n", stonePx); std::printf(" stone px : %d\n", stonePx);
std::printf(" seed : %u\n", seed); std::printf(" seed : %u\n", seed);
return 0; return 0;
} else if (std::strcmp(argv[i], "--gen-texture-marble") == 0 && i + 2 < argc) {
// Marble pattern via warped sinusoidal veining. The
// canonical "marble shader": take a sine wave, warp its
// input by smooth multi-octave noise, raise the absolute
// value to a high power so the bright vein bands stay
// narrow. Result: irregular bright veins on a base color
// that tile with octave-driven low-freq variation.
std::string outPath = argv[++i];
std::string baseHex = argv[++i];
std::string veinHex = argv[++i];
uint32_t seed = 1;
float sharpness = 8.0f;
int W = 256, H = 256;
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { seed = static_cast<uint32_t>(std::stoul(argv[++i])); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { sharpness = std::stof(argv[++i]); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { W = std::stoi(argv[++i]); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { H = std::stoi(argv[++i]); } catch (...) {}
}
if (W < 1 || H < 1 || W > 8192 || H > 8192 ||
sharpness < 1.0f || sharpness > 64.0f) {
std::fprintf(stderr,
"gen-texture-marble: invalid dims (W/H 1..8192, sharpness 1..64)\n");
return 1;
}
auto parseHex = [](std::string hex,
uint8_t& r, uint8_t& g, uint8_t& b) -> bool {
std::transform(hex.begin(), hex.end(), hex.begin(),
[](unsigned char c) { return std::tolower(c); });
if (!hex.empty() && hex[0] == '#') hex.erase(0, 1);
auto fromHexC = [](char c) -> int {
if (c >= '0' && c <= '9') return c - '0';
if (c >= 'a' && c <= 'f') return 10 + c - 'a';
return -1;
};
int v[6];
if (hex.size() == 6) {
for (int k = 0; k < 6; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[1]);
g = static_cast<uint8_t>((v[2] << 4) | v[3]);
b = static_cast<uint8_t>((v[4] << 4) | v[5]);
return true;
}
if (hex.size() == 3) {
for (int k = 0; k < 3; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[0]);
g = static_cast<uint8_t>((v[1] << 4) | v[1]);
b = static_cast<uint8_t>((v[2] << 4) | v[2]);
return true;
}
return false;
};
uint8_t br, bg, bb_, vr, vg, vb;
if (!parseHex(baseHex, br, bg, bb_)) {
std::fprintf(stderr,
"gen-texture-marble: '%s' is not a valid hex color\n",
baseHex.c_str());
return 1;
}
if (!parseHex(veinHex, vr, vg, vb)) {
std::fprintf(stderr,
"gen-texture-marble: '%s' is not a valid hex color\n",
veinHex.c_str());
return 1;
}
// Cheap multi-octave noise: 4 sin/cos products at
// doubling frequencies, seeded phase per octave. Smooth
// and tiles imperfectly but for marble we want some
// irregularity anyway.
float seedF = static_cast<float>(seed);
auto warpNoise = [&](float x, float y) -> float {
float n = 0.0f;
float freq = 0.02f;
float amp = 1.0f;
float total = 0.0f;
for (int o = 0; o < 4; ++o) {
n += amp * std::sin(x * freq + seedF * (1.0f + o)) *
std::cos(y * freq + seedF * (0.6f + o));
total += amp;
freq *= 2.0f;
amp *= 0.5f;
}
return n / total; // -1..1
};
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
// Warped sine: vein density is sin(turbulent x).
// High exponent on |sin| concentrates brightness
// into thin bands.
float warp = warpNoise(static_cast<float>(x),
static_cast<float>(y));
float v = std::sin((x + warp * 80.0f) * 0.07f);
float vein = std::pow(std::abs(v), sharpness);
uint8_t r = static_cast<uint8_t>(br * (1 - vein) + vr * vein);
uint8_t g = static_cast<uint8_t>(bg * (1 - vein) + vg * vein);
uint8_t b = static_cast<uint8_t>(bb_ * (1 - vein) + vb * vein);
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = r;
pixels[i2 + 1] = g;
pixels[i2 + 2] = b;
}
}
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-marble: stbi_write_png failed for %s\n",
outPath.c_str());
return 1;
}
std::printf("Wrote %s\n", outPath.c_str());
std::printf(" size : %dx%d\n", W, H);
std::printf(" base/vein : %s / %s\n",
baseHex.c_str(), veinHex.c_str());
std::printf(" sharpness : %.1f\n", sharpness);
std::printf(" seed : %u\n", seed);
return 0;
} else if (std::strcmp(argv[i], "--gen-mesh") == 0 && i + 2 < argc) { } else if (std::strcmp(argv[i], "--gen-mesh") == 0 && i + 2 < argc) {
// Synthesize a procedural primitive WOM. Generates proper // Synthesize a procedural primitive WOM. Generates proper
// per-face normals, planar UVs, a bounding box, and a // per-face normals, planar UVs, a bounding box, and a