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feat(editor): add --gen-texture-leather pebbled grain pattern
Cellular Worley noise at small grain scale: each "pebble" cell darkens at its boundary with neighbors (the irregular bump shading characteristic of fine-grain leather), with per-cell tint variation so the surface doesn't read as uniform. Defaults: grainSize=4px, seed=1. Useful for armor, saddles, chairs, book bindings, scabbards. Brings the procedural texture pattern set to 19.
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@ -558,6 +558,8 @@ static void printUsage(const char* argv0) {
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std::printf(" Marble pattern with sinusoidal veining (default seed 1, sharpness 8)\n");
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std::printf(" --gen-texture-metal <out.png> <baseHex> [seed] [orientation] [W H]\n");
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std::printf(" Brushed metal: directional anisotropic noise (orientation: horizontal|vertical)\n");
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std::printf(" --gen-texture-leather <out.png> <baseHex> [seed] [grainSize] [W H]\n");
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std::printf(" Leather grain: irregular pebbled bumps via cellular noise (default grain=4px)\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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@ -1140,6 +1142,7 @@ int main(int argc, char* argv[]) {
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"--gen-texture-rings", "--gen-texture-checker", "--gen-texture-brick",
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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",
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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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@ -21040,6 +21043,142 @@ int main(int argc, char* argv[]) {
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std::printf(" orientation : %s\n", orientation.c_str());
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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-texture-leather") == 0 && i + 2 < argc) {
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// Leather grain pattern. Cellular Worley noise where
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// each "pebble" cell darkens at its boundaries with
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// its neighbors — the look of fine-grain leather.
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// Each cell also gets per-cell tint variation so the
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// surface doesn't read as uniform.
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std::string outPath = argv[++i];
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std::string baseHex = argv[++i];
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uint32_t seed = 1;
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int grainSize = 4; // average pebble cell size in px
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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 { grainSize = 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 { 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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grainSize < 2 || grainSize > 64) {
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std::fprintf(stderr,
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"gen-texture-leather: invalid dims (W/H 1..8192, grainSize 2..64)\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;
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if (!parseHex(baseHex, lr, lg, lb)) {
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std::fprintf(stderr,
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"gen-texture-leather: '%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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// Per-cell hash (same idea as cobble, but smaller cells).
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auto hash01 = [seed](int cx, int cy, int comp) -> float {
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uint32_t h = static_cast<uint32_t>(cx) * 374761393u +
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static_cast<uint32_t>(cy) * 668265263u +
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seed * 2147483647u +
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static_cast<uint32_t>(comp) * 16777619u;
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h = (h ^ (h >> 13)) * 1274126177u;
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h = h ^ (h >> 16);
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return (h >> 8) * (1.0f / 16777216.0f);
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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 cy0 = y / grainSize;
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for (int x = 0; x < W; ++x) {
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int cx0 = x / grainSize;
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float bestD = 1e9f, second = 1e9f;
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int bestCx = 0, bestCy = 0;
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for (int dy = -1; dy <= 1; ++dy) {
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for (int dx = -1; dx <= 1; ++dx) {
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int cx = cx0 + dx;
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int cy = cy0 + dy;
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float jx = (hash01(cx, cy, 0) - 0.5f) * 0.6f;
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float jy = (hash01(cx, cy, 1) - 0.5f) * 0.6f;
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float ccx = (cx + 0.5f + jx) * grainSize;
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float ccy = (cy + 0.5f + jy) * grainSize;
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float dxp = x - ccx, dyp = y - ccy;
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float d = std::sqrt(dxp * dxp + dyp * dyp);
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if (d < bestD) {
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second = bestD;
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bestD = d;
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bestCx = cx;
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bestCy = cy;
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} else if (d < second) {
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second = d;
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}
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}
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}
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// Boundary darkness: closer to the cell border
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// = darker. Scaled by grainSize for resolution
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// independence.
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float boundary = (second - bestD) / grainSize;
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float boundaryShade = std::clamp(boundary * 1.5f, 0.4f, 1.0f);
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// Per-cell tint: ±15% lightness.
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float tint = 0.85f + 0.30f * hash01(bestCx, bestCy, 2);
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float shade = boundaryShade * tint;
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size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
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pixels[i2 + 0] = static_cast<uint8_t>(
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std::clamp(lr * shade, 0.0f, 255.0f));
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pixels[i2 + 1] = static_cast<uint8_t>(
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std::clamp(lg * shade, 0.0f, 255.0f));
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pixels[i2 + 2] = static_cast<uint8_t>(
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std::clamp(lb * shade, 0.0f, 255.0f));
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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-leather: 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 color : %s\n", baseHex.c_str());
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std::printf(" grain size : %d px\n", grainSize);
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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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