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feat(editor): add --gen-texture-houndstooth classic-textile motif
67th procedural texture: the classic 19th-century Scottish
houndstooth broken-check pattern via a hard-coded seamless
8x8 motif:
1 1 1 1 0 0 0 0
1 1 1 1 0 0 0 1
1 1 1 0 0 0 1 1
1 1 0 0 0 1 1 1
0 0 0 0 1 1 1 1
0 0 0 1 1 1 1 1
0 0 1 1 1 1 1 0
0 1 1 1 1 1 0 0
Each motif cell scales to `cellSize` pixels (default 4 → 32
px tile), so a 256x256 texture shows 8 motifs in each axis.
Tile-seam-perfect: no row offset or fractional pixel issues
since lookup is integer mod 8.
Useful for noble-house tabard accents, formal-attire trim,
upholstery in palace dining rooms, drapes / wall hangings,
gentry-quarter banners. Distinct from --gen-texture-tartan
(weighted multi-color stripes) and --gen-texture-checker
(simple binary squares) — houndstooth has the iconic
4-pointed "tooth" silhouette.
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3 changed files with 66 additions and 0 deletions
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@ -3500,6 +3500,68 @@ int handleKnit(int& i, int argc, char** argv) {
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return 0;
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}
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int handleHoundstooth(int& i, int argc, char** argv) {
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// Houndstooth: classic textile broken-check pattern. The 8x8
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// motif stored below tiles seamlessly to produce the
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// unmistakable 4-pointed tooth shape that 19th-century
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// Scottish weavers gave us. Each motif cell scales to
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// `cellSize` pixels (default 4 → 32x32 tile = 4 motifs side-
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// to-side at 256x256).
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std::string outPath = argv[++i];
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std::string aHex = argv[++i]; // tooth color
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std::string bHex = argv[++i]; // background color
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int cellSize = 4;
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int W = 256, H = 256;
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parseOptInt(i, argc, argv, cellSize);
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parseOptInt(i, argc, argv, W);
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parseOptInt(i, argc, argv, H);
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if (W < 1 || H < 1 || W > 8192 || H > 8192 ||
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cellSize < 1 || cellSize > 256) {
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std::fprintf(stderr,
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"gen-texture-houndstooth: invalid dims (W/H 1..8192, "
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"cellSize 1..256)\n");
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return 1;
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}
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uint8_t ar, ag, ab, br_, bg_, bb_;
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if (!parseHexOrError(aHex, ar, ag, ab,
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"gen-texture-houndstooth")) return 1;
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if (!parseHexOrError(bHex, br_, bg_, bb_,
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"gen-texture-houndstooth")) return 1;
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// The classic 8x8 houndstooth motif. 1 = tooth color, 0 = bg.
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// Tiles seamlessly in both axes.
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static const uint8_t motif[8][8] = {
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{1, 1, 1, 1, 0, 0, 0, 0},
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{1, 1, 1, 1, 0, 0, 0, 1},
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{1, 1, 1, 0, 0, 0, 1, 1},
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{1, 1, 0, 0, 0, 1, 1, 1},
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{0, 0, 0, 0, 1, 1, 1, 1},
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{0, 0, 0, 1, 1, 1, 1, 1},
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{0, 0, 1, 1, 1, 1, 1, 0},
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{0, 1, 1, 1, 1, 1, 0, 0},
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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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for (int y = 0; y < H; ++y) {
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int motifY = (y / cellSize) % 8;
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for (int x = 0; x < W; ++x) {
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int motifX = (x / cellSize) % 8;
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uint8_t r, g, b;
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if (motif[motifY][motifX]) {
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r = ar; g = ag; b = ab;
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} else {
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r = br_; g = bg_; b = bb_;
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}
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setPixelRGB(pixels, W, x, y, r, g, b);
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}
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}
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if (!savePngOrError(outPath, W, H, pixels,
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"gen-texture-houndstooth")) return 1;
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printPngWrote(outPath, W, H);
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std::printf(" tooth/bg : %s / %s\n", aHex.c_str(), bHex.c_str());
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std::printf(" cell : %d px (8x8 motif → %d-px tile)\n",
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cellSize, cellSize * 8);
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return 0;
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}
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int handleDiamondGrid(int& i, int argc, char** argv) {
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// Axis-aligned grid of solid diamond shapes (no row offset)
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// separated by visible bg gaps. Distinct from
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@ -4882,6 +4944,7 @@ constexpr TextureEntry kTextureTable[] = {
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{"--gen-texture-rust-streaks", 3, handleRustStreaks},
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{"--gen-texture-plaid", 3, handlePlaid},
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{"--gen-texture-diamond-grid", 3, handleDiamondGrid},
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{"--gen-texture-houndstooth", 3, handleHoundstooth},
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};
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} // namespace
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