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feat(editor): add --gen-texture-wood grain pattern command
Procedural wood grain texture: vertical streaks of varying width between two hues, plus pseudo-random knots. Reproducible from a seed via tiny LCG (no <random> dep). Suitable for doors, planks, fences, crates. Defaults: spacing=12px, seed=1, W=H=256. Brings procedural texture pattern set to 13 commands.
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@ -545,6 +545,8 @@ static void printUsage(const char* argv0) {
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std::printf(" Synthesize checkerboard with custom colors (gen-texture's checker is BW only)\n");
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std::printf(" --gen-texture-brick <out.png> <brickHex> <mortarHex> [brickW] [brickH] [mortarPx] [W H]\n");
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std::printf(" Brick wall pattern with offset rows + mortar lines (default 64×24, 4px mortar)\n");
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std::printf(" --gen-texture-wood <out.png> <lightHex> <darkHex> [grainSpacing] [seed] [W H]\n");
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std::printf(" Wood grain pattern with vertical streaks + knots (default spacing 12px, seed 1)\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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@ -1068,6 +1070,7 @@ int main(int argc, char* argv[]) {
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"--merge-meshes",
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"--gen-texture-radial", "--gen-texture-stripes", "--gen-texture-dots",
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"--gen-texture-rings", "--gen-texture-checker", "--gen-texture-brick",
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"--gen-texture-wood",
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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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@ -18298,6 +18301,161 @@ int main(int argc, char* argv[]) {
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std::printf(" mortar : %d px (%s)\n",
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mortarPx, mortarHex.c_str());
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return 0;
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} else if (std::strcmp(argv[i], "--gen-texture-wood") == 0 && i + 3 < argc) {
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// Wood grain pattern: vertical streaks of varying width
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// alternating between light and dark hues, plus a few
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// pseudo-random "knots" (small dark dots). Suitable for
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// doors, planks, fences, crates.
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std::string outPath = argv[++i];
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std::string lightHex = argv[++i];
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std::string darkHex = argv[++i];
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int spacing = 12; // average grain spacing in px
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uint32_t seed = 1;
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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 { spacing = 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 { 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 { 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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spacing < 2 || spacing > 256) {
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std::fprintf(stderr,
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"gen-texture-wood: invalid dims (W/H 1..8192, spacing 2..256)\n");
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return 1;
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}
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auto parseHex = [](std::string hex,
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uint8_t& r, uint8_t& g, uint8_t& b) -> bool {
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std::transform(hex.begin(), hex.end(), hex.begin(),
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[](unsigned char c) { return std::tolower(c); });
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if (!hex.empty() && hex[0] == '#') hex.erase(0, 1);
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auto fromHexC = [](char c) -> int {
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if (c >= '0' && c <= '9') return c - '0';
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if (c >= 'a' && c <= 'f') return 10 + c - 'a';
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return -1;
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};
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int v[6];
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if (hex.size() == 6) {
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for (int k = 0; k < 6; ++k) {
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v[k] = fromHexC(hex[k]);
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if (v[k] < 0) return false;
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}
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r = static_cast<uint8_t>((v[0] << 4) | v[1]);
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g = static_cast<uint8_t>((v[2] << 4) | v[3]);
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b = static_cast<uint8_t>((v[4] << 4) | v[5]);
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return true;
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}
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if (hex.size() == 3) {
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for (int k = 0; k < 3; ++k) {
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v[k] = fromHexC(hex[k]);
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if (v[k] < 0) return false;
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}
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r = static_cast<uint8_t>((v[0] << 4) | v[0]);
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g = static_cast<uint8_t>((v[1] << 4) | v[1]);
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b = static_cast<uint8_t>((v[2] << 4) | v[2]);
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return true;
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}
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return false;
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};
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uint8_t lr, lg, lb, dr, dg, db;
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if (!parseHex(lightHex, lr, lg, lb)) {
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std::fprintf(stderr,
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"gen-texture-wood: '%s' is not a valid hex color\n",
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lightHex.c_str());
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return 1;
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}
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if (!parseHex(darkHex, dr, dg, db)) {
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std::fprintf(stderr,
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"gen-texture-wood: '%s' is not a valid hex color\n",
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darkHex.c_str());
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return 1;
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}
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// Tiny LCG so output is reproducible from `seed` alone
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// without pulling in <random>.
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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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// Pre-compute per-column "darkness" weight by accumulating
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// grain bands of varying width across the image. A band's
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// weight bleeds into a few neighbors so transitions feel
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// soft rather than blocky.
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std::vector<float> colWeight(W, 0.0f);
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int x = 0;
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while (x < W) {
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int width = spacing + static_cast<int>(next01() * spacing);
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float weight = next01(); // 0..1
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int feather = std::max(1, width / 6);
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for (int dx = -feather; dx < width + feather; ++dx) {
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int cx = x + dx;
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if (cx < 0 || cx >= W) continue;
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float t = 1.0f;
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if (dx < 0) t = 1.0f + dx / static_cast<float>(feather);
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else if (dx >= width) t = 1.0f - (dx - width) / static_cast<float>(feather);
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colWeight[cx] = std::max(colWeight[cx], weight * t);
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}
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x += width;
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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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// Slight Y-axis warp so streaks aren't perfectly straight
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float yWave = std::sin(y * 0.025f) * 1.5f;
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for (int xi = 0; xi < W; ++xi) {
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int sx = xi + static_cast<int>(yWave);
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if (sx < 0) sx = 0;
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if (sx >= W) sx = W - 1;
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float w = colWeight[sx];
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uint8_t r = static_cast<uint8_t>(lr * (1 - w) + dr * w);
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uint8_t g = static_cast<uint8_t>(lg * (1 - w) + dg * w);
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uint8_t b = static_cast<uint8_t>(lb * (1 - w) + db * w);
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size_t i2 = (static_cast<size_t>(y) * W + xi) * 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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// Sprinkle a handful of round "knots" using the same LCG.
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int knotCount = std::max(1, (W * H) / 32768);
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for (int k = 0; k < knotCount; ++k) {
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int kx = static_cast<int>(next01() * W);
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int ky = static_cast<int>(next01() * H);
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int radius = 3 + static_cast<int>(next01() * 4);
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for (int dy = -radius; dy <= radius; ++dy) {
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for (int dx = -radius; dx <= radius; ++dx) {
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int px = kx + dx, py = ky + dy;
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if (px < 0 || py < 0 || px >= W || py >= H) continue;
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float d = std::sqrt(static_cast<float>(dx * dx + dy * dy));
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if (d > radius) continue;
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float t = 1.0f - d / radius;
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size_t i2 = (static_cast<size_t>(py) * W + px) * 3;
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pixels[i2 + 0] = static_cast<uint8_t>(pixels[i2 + 0] * (1 - t) + dr * t);
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pixels[i2 + 1] = static_cast<uint8_t>(pixels[i2 + 1] * (1 - t) + dg * t);
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pixels[i2 + 2] = static_cast<uint8_t>(pixels[i2 + 2] * (1 - t) + db * t);
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}
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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-wood: 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(" light/dark: %s / %s\n",
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lightHex.c_str(), darkHex.c_str());
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std::printf(" spacing : %d px\n", spacing);
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std::printf(" knots : %d\n", knotCount);
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std::printf(" seed : %u\n", seed);
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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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