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refactor(editor): extract --gen-mesh dispatcher into cli_gen_mesh.cpp
Moves the bare --gen-mesh dispatcher (cube/plane/sphere/cylinder/ torus/cone/ramp internal switch — 391 lines) and the related --gen-mesh-textured handler (~72 lines) into the existing cli_gen_mesh.cpp module. The bare --gen-mesh handler renamed to handleMeshDispatch since 'handleMesh' would shadow the dispatcher class. --gen-mesh-textured matched first in the dispatch chain to keep the longer-name convention consistent with --gen-texture-noise vs -noise-color. main.cpp drops 21,526 → 21,061 lines (-465). Behavior verified by re-running --gen-mesh cube/sphere/torus.
This commit is contained in:
parent
16ae6489c9
commit
251a830966
2 changed files with 479 additions and 465 deletions
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@ -16619,471 +16619,6 @@ int main(int argc, char* argv[]) {
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std::printf(" size : %dx%d\n", W, H);
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std::printf(" spec : %s\n", spec.c_str());
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return 0;
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} else if (std::strcmp(argv[i], "--gen-mesh") == 0 && i + 2 < argc) {
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// Synthesize a procedural primitive WOM. Generates proper
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// per-face normals, planar UVs, a bounding box, and a
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// single batch covering all indices so the model renders
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// immediately in the editor without further processing.
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//
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// Shapes:
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// cube — 24 verts / 12 tris, axis-aligned, ±size/2
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// plane — 4 verts / 2 tris, on XY plane (Z=0), ±size/2
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// sphere — UV sphere, 16 segments × 12 stacks, radius=size/2
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std::string womBase = argv[++i];
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std::string shape = argv[++i];
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float size = 1.0f;
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if (i + 1 < argc && argv[i + 1][0] != '-') {
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try { size = std::stof(argv[++i]); } catch (...) {}
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}
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if (size <= 0.0f) {
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std::fprintf(stderr,
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"gen-mesh: size must be positive (got %g)\n", size);
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return 1;
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}
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// Strip .wom if user passed a full filename — saver expects base.
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if (womBase.size() >= 4 &&
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womBase.substr(womBase.size() - 4) == ".wom") {
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womBase = womBase.substr(0, womBase.size() - 4);
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}
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wowee::pipeline::WoweeModel wom;
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wom.name = std::filesystem::path(womBase).stem().string();
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wom.version = 3;
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// Helper to push a vertex with explicit normal + uv.
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auto addVertex = [&](float x, float y, float z,
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float nx, float ny, float nz,
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float u, float v) -> uint32_t {
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wowee::pipeline::WoweeModel::Vertex vtx;
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vtx.position = glm::vec3(x, y, z);
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vtx.normal = glm::vec3(nx, ny, nz);
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vtx.texCoord = glm::vec2(u, v);
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wom.vertices.push_back(vtx);
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return static_cast<uint32_t>(wom.vertices.size() - 1);
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};
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std::string s = shape;
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std::transform(s.begin(), s.end(), s.begin(),
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[](unsigned char c) { return std::tolower(c); });
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float h = size * 0.5f;
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if (s == "cube") {
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// 6 faces, 4 verts each (so per-face normals are flat).
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struct Face { float nx, ny, nz; float verts[4][3]; };
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Face faces[6] = {
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{ 0, 0, 1, {{-h,-h, h},{ h,-h, h},{ h, h, h},{-h, h, h}}}, // +Z
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{ 0, 0, -1, {{ h,-h,-h},{-h,-h,-h},{-h, h,-h},{ h, h,-h}}}, // -Z
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{ 1, 0, 0, {{ h,-h, h},{ h,-h,-h},{ h, h,-h},{ h, h, h}}}, // +X
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{-1, 0, 0, {{-h,-h,-h},{-h,-h, h},{-h, h, h},{-h, h,-h}}}, // -X
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{ 0, 1, 0, {{-h, h, h},{ h, h, h},{ h, h,-h},{-h, h,-h}}}, // +Y
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{ 0, -1, 0, {{-h,-h,-h},{ h,-h,-h},{ h,-h, h},{-h,-h, h}}}, // -Y
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};
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float uvs[4][2] = {{0,0},{1,0},{1,1},{0,1}};
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for (auto& f : faces) {
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uint32_t base = static_cast<uint32_t>(wom.vertices.size());
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for (int k = 0; k < 4; ++k) {
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addVertex(f.verts[k][0], f.verts[k][1], f.verts[k][2],
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f.nx, f.ny, f.nz, uvs[k][0], uvs[k][1]);
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}
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wom.indices.push_back(base + 0);
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wom.indices.push_back(base + 1);
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wom.indices.push_back(base + 2);
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wom.indices.push_back(base + 0);
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wom.indices.push_back(base + 2);
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wom.indices.push_back(base + 3);
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}
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} else if (s == "plane") {
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addVertex(-h, -h, 0, 0, 0, 1, 0, 0);
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addVertex( h, -h, 0, 0, 0, 1, 1, 0);
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addVertex( h, h, 0, 0, 0, 1, 1, 1);
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addVertex(-h, h, 0, 0, 0, 1, 0, 1);
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wom.indices = {0, 1, 2, 0, 2, 3};
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} else if (s == "sphere") {
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const int segments = 16;
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const int stacks = 12;
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float r = h;
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for (int st = 0; st <= stacks; ++st) {
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float v = static_cast<float>(st) / stacks;
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float phi = v * 3.14159265358979f;
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float sphi = std::sin(phi), cphi = std::cos(phi);
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for (int sg = 0; sg <= segments; ++sg) {
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float u = static_cast<float>(sg) / segments;
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float theta = u * 2.0f * 3.14159265358979f;
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float stheta = std::sin(theta), ctheta = std::cos(theta);
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float nx = sphi * ctheta;
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float ny = sphi * stheta;
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float nz = cphi;
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addVertex(r * nx, r * ny, r * nz, nx, ny, nz, u, v);
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}
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}
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int stride = segments + 1;
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for (int st = 0; st < stacks; ++st) {
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for (int sg = 0; sg < segments; ++sg) {
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uint32_t a = st * stride + sg;
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uint32_t b = a + 1;
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uint32_t c = a + stride;
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uint32_t d = c + 1;
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wom.indices.push_back(a);
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wom.indices.push_back(c);
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wom.indices.push_back(b);
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wom.indices.push_back(b);
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wom.indices.push_back(c);
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wom.indices.push_back(d);
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}
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}
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} else if (s == "cylinder") {
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// Capped cylinder along the Y axis. radius=size/2,
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// height=size. 24 side segments — smooth enough for
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// pillars and torches without exploding the vertex
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// count. UVs: side wraps the texture once around;
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// caps map [0..1] from a square sampled at the disc.
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const int segments = 24;
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float r = h;
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// Side ring: 2 vertex rows (top, bottom), each with
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// (segments+1) verts so UV-seam doesn't share verts.
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for (int sg = 0; sg <= segments; ++sg) {
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float u = static_cast<float>(sg) / segments;
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float ang = u * 2.0f * 3.14159265358979f;
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float ca = std::cos(ang), sa = std::sin(ang);
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// Bottom ring (Y = -h).
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addVertex(r * ca, -h, r * sa, ca, 0, sa, u, 0);
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// Top ring (Y = +h).
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addVertex(r * ca, h, r * sa, ca, 0, sa, u, 1);
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}
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// Side quad indices.
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for (int sg = 0; sg < segments; ++sg) {
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uint32_t a = sg * 2;
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uint32_t b = a + 1;
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uint32_t c = a + 2;
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uint32_t d = a + 3;
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wom.indices.push_back(a);
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wom.indices.push_back(c);
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wom.indices.push_back(b);
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wom.indices.push_back(b);
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wom.indices.push_back(c);
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wom.indices.push_back(d);
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}
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// Top cap fan.
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uint32_t topCenter = static_cast<uint32_t>(wom.vertices.size());
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addVertex(0, h, 0, 0, 1, 0, 0.5f, 0.5f);
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uint32_t topRingStart = static_cast<uint32_t>(wom.vertices.size());
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for (int sg = 0; sg <= segments; ++sg) {
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float u = static_cast<float>(sg) / segments;
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float ang = u * 2.0f * 3.14159265358979f;
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float ca = std::cos(ang), sa = std::sin(ang);
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addVertex(r * ca, h, r * sa, 0, 1, 0,
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0.5f + 0.5f * ca, 0.5f + 0.5f * sa);
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}
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for (int sg = 0; sg < segments; ++sg) {
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wom.indices.push_back(topCenter);
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wom.indices.push_back(topRingStart + sg);
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wom.indices.push_back(topRingStart + sg + 1);
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}
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// Bottom cap fan (winding flipped so normal points -Y).
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uint32_t botCenter = static_cast<uint32_t>(wom.vertices.size());
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addVertex(0, -h, 0, 0, -1, 0, 0.5f, 0.5f);
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uint32_t botRingStart = static_cast<uint32_t>(wom.vertices.size());
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for (int sg = 0; sg <= segments; ++sg) {
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float u = static_cast<float>(sg) / segments;
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float ang = u * 2.0f * 3.14159265358979f;
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float ca = std::cos(ang), sa = std::sin(ang);
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addVertex(r * ca, -h, r * sa, 0, -1, 0,
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0.5f + 0.5f * ca, 0.5f - 0.5f * sa);
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}
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for (int sg = 0; sg < segments; ++sg) {
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wom.indices.push_back(botCenter);
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wom.indices.push_back(botRingStart + sg + 1);
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wom.indices.push_back(botRingStart + sg);
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}
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} else if (s == "torus") {
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// Torus around the Y axis. Major radius (ring center
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// distance from origin) = size/2, minor radius (tube
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// thickness) = size/8 — the 4:1 ratio reads as a
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// ring rather than a fat donut. 32 ring segments × 16
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// tube segments = ~544 verts / ~1024 tris.
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const int ringSeg = 32;
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const int tubeSeg = 16;
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float R = h; // major radius
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float r = h * 0.25f; // minor radius (h/4)
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for (int i2 = 0; i2 <= ringSeg; ++i2) {
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float u = static_cast<float>(i2) / ringSeg;
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float theta = u * 2.0f * 3.14159265358979f;
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float ct = std::cos(theta), st = std::sin(theta);
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for (int j2 = 0; j2 <= tubeSeg; ++j2) {
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float v = static_cast<float>(j2) / tubeSeg;
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float phi = v * 2.0f * 3.14159265358979f;
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float cp = std::cos(phi), sp = std::sin(phi);
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// Position on the surface.
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float x = (R + r * cp) * ct;
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float y = r * sp;
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float z = (R + r * cp) * st;
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// Normal: from the tube center outward.
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float nx = cp * ct;
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float ny = sp;
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float nz = cp * st;
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addVertex(x, y, z, nx, ny, nz, u, v);
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}
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}
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int stride = tubeSeg + 1;
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for (int i2 = 0; i2 < ringSeg; ++i2) {
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for (int j2 = 0; j2 < tubeSeg; ++j2) {
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uint32_t a = i2 * stride + j2;
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uint32_t b = a + 1;
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uint32_t c = a + stride;
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uint32_t d = c + 1;
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wom.indices.push_back(a);
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wom.indices.push_back(c);
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wom.indices.push_back(b);
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wom.indices.push_back(b);
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wom.indices.push_back(c);
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wom.indices.push_back(d);
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}
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}
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} else if (s == "cone") {
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// Cone with apex at +Y. radius=size/2, height=size.
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// 24 side segments. Side has smooth radial-ish normals
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// (slanted up by half the slope angle) for a curved
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// shaded surface; bottom cap has flat -Y normal.
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const int segments = 24;
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float r = h;
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float H = size;
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// Slant length used for the side normal Y component.
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// Side normal direction: (cos(a), nyComponent, sin(a))
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// where the slope is r/H per unit of horizontal travel.
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// Normalize so the normal has unit length.
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float sideXZScale = H / std::sqrt(H * H + r * r);
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float sideY = r / std::sqrt(H * H + r * r);
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// Side ring (apex repeated per segment so each tri has
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// its own apex vertex with the correct normal).
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for (int sg = 0; sg <= segments; ++sg) {
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float u = static_cast<float>(sg) / segments;
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float ang = u * 2.0f * 3.14159265358979f;
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float ca = std::cos(ang), sa = std::sin(ang);
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// Base vertex (Y = 0).
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addVertex(r * ca, 0.0f, r * sa,
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sideXZScale * ca, sideY, sideXZScale * sa,
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u, 1.0f);
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// Apex vertex (Y = H), one per ring step so the
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// top vertex carries the segment-specific normal.
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addVertex(0.0f, H, 0.0f,
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sideXZScale * ca, sideY, sideXZScale * sa,
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u, 0.0f);
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}
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// Side triangle indices.
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for (int sg = 0; sg < segments; ++sg) {
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uint32_t base = sg * 2;
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// Two tris per quad band. The apex collapses to a
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// point, so really one triangle per segment, but
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// emitting both keeps the indexing uniform across
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// the cylinder/cone code paths.
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uint32_t a = base + 0; // base k
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uint32_t b = base + 1; // apex k
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uint32_t c = base + 2; // base k+1
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uint32_t d = base + 3; // apex k+1
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wom.indices.push_back(a);
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wom.indices.push_back(c);
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wom.indices.push_back(b);
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// Second triangle would be (b,c,d) but b == d at
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// the apex visually — we still emit it so the
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// per-vertex normals on b and d shade the joining
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// seam smoothly.
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wom.indices.push_back(b);
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wom.indices.push_back(c);
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wom.indices.push_back(d);
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}
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// Bottom cap fan (flat -Y normal).
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uint32_t botCenter = static_cast<uint32_t>(wom.vertices.size());
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addVertex(0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.5f, 0.5f);
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uint32_t botRingStart = static_cast<uint32_t>(wom.vertices.size());
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for (int sg = 0; sg <= segments; ++sg) {
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float u = static_cast<float>(sg) / segments;
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float ang = u * 2.0f * 3.14159265358979f;
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float ca = std::cos(ang), sa = std::sin(ang);
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addVertex(r * ca, 0.0f, r * sa, 0.0f, -1.0f, 0.0f,
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0.5f + 0.5f * ca, 0.5f - 0.5f * sa);
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}
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for (int sg = 0; sg < segments; ++sg) {
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wom.indices.push_back(botCenter);
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wom.indices.push_back(botRingStart + sg + 1);
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wom.indices.push_back(botRingStart + sg);
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}
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} else if (s == "ramp") {
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// Right-triangular prism: a wedge that climbs along
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// +X. Footprint is size×size on XY (centered on origin
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// in X, Y from 0 to size); rises from Z=0 at -X to
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// Z=size at +X. Useful for ramps onto platforms,
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// simple roof slopes, cliff faces.
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//
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// 6 verts × 5 faces = 18 verts so per-face normals
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// stay flat: top slope, bottom, back-tall, +Y side,
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// -Y side. Front-short (X = -size/2) is open since
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// the ramp meets ground there at zero height.
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// Actually we still emit 5 faces — the "front" edge
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// is just where slope and ground meet, no separate
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// face needed.
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float xMin = -h, xMax = h;
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float yMin = 0, yMax = size;
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float zMin = 0, zMax = size;
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// Faces: top slope (normal = normalize(-1,0,1) since
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// the slope rises with +X going up, normal points
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// up-and-back).
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float slopeLen = std::sqrt(size * size + size * size);
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float nSlopeX = -size / slopeLen;
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float nSlopeZ = size / slopeLen;
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struct Face { float nx, ny, nz; float verts[4][3]; };
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Face faces[5] = {
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// Top sloped quad: from (xMin, yMin, zMin) up to
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// (xMax, yMin/yMax, zMax)
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{ nSlopeX, 0, nSlopeZ,
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{{xMin, yMin, zMin},{xMin, yMax, zMin},
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{xMax, yMax, zMax},{xMax, yMin, zMax}}},
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// Bottom (-Z normal)
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{ 0, 0, -1,
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{{xMin, yMin, zMin},{xMax, yMin, zMin},
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{xMax, yMax, zMin},{xMin, yMax, zMin}}},
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// Back-tall vertical wall (+X)
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{ 1, 0, 0,
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{{xMax, yMin, zMin},{xMax, yMin, zMax},
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{xMax, yMax, zMax},{xMax, yMax, zMin}}},
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// -Y side triangle (degenerate quad — last 2 verts
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// collapse to a point — but indexing uniformly is
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// simpler than a special tri path)
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{ 0, -1, 0,
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{{xMin, yMin, zMin},{xMax, yMin, zMin},
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{xMax, yMin, zMax},{xMax, yMin, zMax}}},
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// +Y side triangle (same shape mirrored)
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{ 0, 1, 0,
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{{xMin, yMax, zMin},{xMax, yMax, zMax},
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{xMax, yMax, zMin},{xMax, yMax, zMin}}},
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};
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float uvs[4][2] = {{0,0},{1,0},{1,1},{0,1}};
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for (auto& f : faces) {
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uint32_t base = static_cast<uint32_t>(wom.vertices.size());
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for (int k = 0; k < 4; ++k) {
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addVertex(f.verts[k][0], f.verts[k][1], f.verts[k][2],
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f.nx, f.ny, f.nz, uvs[k][0], uvs[k][1]);
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}
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wom.indices.push_back(base + 0);
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wom.indices.push_back(base + 1);
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wom.indices.push_back(base + 2);
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wom.indices.push_back(base + 0);
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wom.indices.push_back(base + 2);
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wom.indices.push_back(base + 3);
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}
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} else {
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std::fprintf(stderr,
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"gen-mesh: shape must be cube, plane, sphere, cylinder, torus, cone, or ramp (got '%s')\n",
|
||||
shape.c_str());
|
||||
return 1;
|
||||
}
|
||||
// Compute bounds from the vertex positions we just emitted.
|
||||
wom.boundMin = glm::vec3(1e30f);
|
||||
wom.boundMax = glm::vec3(-1e30f);
|
||||
for (const auto& v : wom.vertices) {
|
||||
wom.boundMin = glm::min(wom.boundMin, v.position);
|
||||
wom.boundMax = glm::max(wom.boundMax, v.position);
|
||||
}
|
||||
wom.boundRadius = glm::length(wom.boundMax - wom.boundMin) * 0.5f;
|
||||
// Single material batch covering everything — keeps the
|
||||
// model immediately renderable.
|
||||
wowee::pipeline::WoweeModel::Batch b;
|
||||
b.indexStart = 0;
|
||||
b.indexCount = static_cast<uint32_t>(wom.indices.size());
|
||||
b.textureIndex = 0;
|
||||
b.blendMode = 0;
|
||||
b.flags = 0;
|
||||
wom.batches.push_back(b);
|
||||
// Empty texture path slot so batch.textureIndex=0 is a
|
||||
// valid index into texturePaths. The user can later set a
|
||||
// real path or run --gen-texture next to it.
|
||||
wom.texturePaths.push_back("");
|
||||
std::filesystem::path womPath(womBase);
|
||||
std::filesystem::create_directories(womPath.parent_path());
|
||||
if (!wowee::pipeline::WoweeModelLoader::save(wom, womBase)) {
|
||||
std::fprintf(stderr,
|
||||
"gen-mesh: failed to save %s.wom\n", womBase.c_str());
|
||||
return 1;
|
||||
}
|
||||
std::printf("Wrote %s.wom\n", womBase.c_str());
|
||||
std::printf(" shape : %s\n", s.c_str());
|
||||
std::printf(" size : %.3f\n", size);
|
||||
std::printf(" vertices : %zu\n", wom.vertices.size());
|
||||
std::printf(" indices : %zu (%zu tri%s)\n",
|
||||
wom.indices.size(), wom.indices.size() / 3,
|
||||
wom.indices.size() / 3 == 1 ? "" : "s");
|
||||
std::printf(" bounds : (%.3f, %.3f, %.3f) - (%.3f, %.3f, %.3f)\n",
|
||||
wom.boundMin.x, wom.boundMin.y, wom.boundMin.z,
|
||||
wom.boundMax.x, wom.boundMax.y, wom.boundMax.z);
|
||||
return 0;
|
||||
} else if (std::strcmp(argv[i], "--gen-mesh-textured") == 0 && i + 3 < argc) {
|
||||
// One-shot composer: --gen-mesh + --gen-texture wired
|
||||
// together so the resulting WOM's texturePaths[0] points
|
||||
// at the freshly-written PNG sidecar. Output is a model
|
||||
// that renders with the synthesized texture out of the
|
||||
// box — useful for prototyping textured props without
|
||||
// chaining three commands by hand.
|
||||
//
|
||||
// The texture is written next to the mesh as
|
||||
// <wom-base>.png
|
||||
// and the WOM's texturePaths[0] is set to that filename
|
||||
// (just the leaf — runtime resolves it relative to the
|
||||
// model's own directory).
|
||||
std::string womBase = argv[++i];
|
||||
std::string shape = argv[++i];
|
||||
std::string colorSpec = argv[++i];
|
||||
std::string sizeArg;
|
||||
if (i + 1 < argc && argv[i + 1][0] != '-') sizeArg = argv[++i];
|
||||
// Strip .wom if user passed full filename.
|
||||
if (womBase.size() >= 4 &&
|
||||
womBase.substr(womBase.size() - 4) == ".wom") {
|
||||
womBase = womBase.substr(0, womBase.size() - 4);
|
||||
}
|
||||
std::string self = argv[0];
|
||||
// 1) Mesh.
|
||||
std::string meshCmd = "\"" + self + "\" --gen-mesh \"" + womBase +
|
||||
"\" " + shape;
|
||||
if (!sizeArg.empty()) meshCmd += " " + sizeArg;
|
||||
meshCmd += " >/dev/null 2>&1";
|
||||
int rc = std::system(meshCmd.c_str());
|
||||
if (rc != 0) {
|
||||
std::fprintf(stderr,
|
||||
"gen-mesh-textured: gen-mesh step failed (rc=%d)\n", rc);
|
||||
return 1;
|
||||
}
|
||||
// 2) Texture as a PNG sidecar at the mesh's base path.
|
||||
std::string pngPath = womBase + ".png";
|
||||
std::string texCmd = "\"" + self + "\" --gen-texture \"" + pngPath +
|
||||
"\" \"" + colorSpec + "\" 256 256";
|
||||
texCmd += " >/dev/null 2>&1";
|
||||
rc = std::system(texCmd.c_str());
|
||||
if (rc != 0) {
|
||||
std::fprintf(stderr,
|
||||
"gen-mesh-textured: gen-texture step failed (rc=%d)\n", rc);
|
||||
return 1;
|
||||
}
|
||||
// 3) Load the WOM, set texturePaths[0] to the PNG leaf,
|
||||
// and re-save so the binding is permanent.
|
||||
auto wom = wowee::pipeline::WoweeModelLoader::load(womBase);
|
||||
if (!wom.isValid()) {
|
||||
std::fprintf(stderr,
|
||||
"gen-mesh-textured: cannot load %s.wom after gen-mesh\n",
|
||||
womBase.c_str());
|
||||
return 1;
|
||||
}
|
||||
std::string pngLeaf = std::filesystem::path(pngPath).filename().string();
|
||||
if (wom.texturePaths.empty()) {
|
||||
wom.texturePaths.push_back(pngLeaf);
|
||||
} else {
|
||||
wom.texturePaths[0] = pngLeaf;
|
||||
}
|
||||
if (!wowee::pipeline::WoweeModelLoader::save(wom, womBase)) {
|
||||
std::fprintf(stderr,
|
||||
"gen-mesh-textured: failed to re-save %s.wom\n",
|
||||
womBase.c_str());
|
||||
return 1;
|
||||
}
|
||||
std::printf("Wrote %s.wom + %s\n", womBase.c_str(), pngPath.c_str());
|
||||
std::printf(" shape : %s\n", shape.c_str());
|
||||
std::printf(" color : %s\n", colorSpec.c_str());
|
||||
std::printf(" vertices : %zu\n", wom.vertices.size());
|
||||
std::printf(" texture : %s (wired into batch 0)\n", pngLeaf.c_str());
|
||||
return 0;
|
||||
} else if (std::strcmp(argv[i], "--displace-mesh") == 0 && i + 2 < argc) {
|
||||
// Displaces each vertex along its current normal by the
|
||||
// heightmap brightness × scale. UVs determine where each
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue