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feat(editor): add --gen-texture-metal brushed-metal pattern
Per-pixel white noise heavily blurred along one axis (long brush strokes) and lightly along the other (thin variation across strokes), then contrast-stretched and applied as a multiplicative tint on the base color. Result: long thin streaks of varying brightness — the visual signature of brushed steel/aluminum/iron. Defaults: horizontal orientation, seed=1. Useful for armor, weapons, machinery, sci-fi panels. Brings the procedural texture pattern set to 18.
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1 changed files with 144 additions and 1 deletions
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@ -556,6 +556,8 @@ static void printUsage(const char* argv0) {
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std::printf(" Cobblestone street pattern: irregular packed stones (default stone=24px, seed 1)\n");
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std::printf(" --gen-texture-marble <out.png> <baseHex> <veinHex> [seed] [veinSharpness] [W H]\n");
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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(" --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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@ -1135,7 +1137,7 @@ int main(int argc, char* argv[]) {
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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", "--gen-texture-grass", "--gen-texture-fabric",
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"--gen-texture-cobble", "--gen-texture-marble",
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"--gen-texture-cobble", "--gen-texture-marble", "--gen-texture-metal",
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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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@ -20895,6 +20897,147 @@ int main(int argc, char* argv[]) {
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std::printf(" sharpness : %.1f\n", sharpness);
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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-metal") == 0 && i + 2 < argc) {
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// Brushed-metal pattern. We generate per-pixel white
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// noise then box-blur it heavily along one axis (the
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// brush direction) and lightly along the other. Result:
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// long thin streaks of varying brightness, the visual
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// signature of brushed steel/aluminum/iron. Apply that
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// streaky shade as a multiplicative tint on the base
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// metal color.
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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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std::string orientation = "horizontal";
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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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orientation = argv[++i];
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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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std::fprintf(stderr,
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"gen-texture-metal: invalid dims (W/H 1..8192)\n");
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return 1;
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}
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if (orientation != "horizontal" && orientation != "vertical") {
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std::fprintf(stderr,
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"gen-texture-metal: orientation must be horizontal|vertical\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 mr, mg, mb;
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if (!parseHex(baseHex, mr, mg, mb)) {
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std::fprintf(stderr,
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"gen-texture-metal: '%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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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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// Step 1: per-pixel white noise.
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std::vector<float> noise(static_cast<size_t>(W) * H);
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for (auto& v : noise) v = next01();
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// Step 2: directional blur. For horizontal orientation,
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// blur strongly in X (long brush strokes) and lightly
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// in Y (thin variation across strokes). Vertical
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// orientation flips X and Y.
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std::vector<float> blurred(noise.size(), 0.0f);
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int rxLong = (orientation == "horizontal") ? 24 : 2;
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int ryLong = (orientation == "horizontal") ? 2 : 24;
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for (int y = 0; y < H; ++y) {
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for (int x = 0; x < W; ++x) {
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float sum = 0.0f;
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int n = 0;
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for (int dy = -ryLong; dy <= ryLong; ++dy) {
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int py = y + dy;
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if (py < 0 || py >= H) continue;
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for (int dx = -rxLong; dx <= rxLong; ++dx) {
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int px = x + dx;
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if (px < 0 || px >= W) continue;
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sum += noise[static_cast<size_t>(py) * W + px];
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n++;
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}
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}
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blurred[static_cast<size_t>(y) * W + x] = sum / n;
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}
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}
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// Step 3: stretch contrast back out so the streaks
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// are visible (blurring narrows the range).
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float minV = 1.0f, maxV = 0.0f;
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for (float v : blurred) { minV = std::min(minV, v); maxV = std::max(maxV, v); }
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float range = std::max(maxV - minV, 1e-6f);
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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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for (int x = 0; x < W; ++x) {
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float t = (blurred[static_cast<size_t>(y) * W + x] - minV) / range;
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// Map noise to a multiplicative shade in [0.7, 1.1]
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// so the metal looks polished but not flat.
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float shade = 0.7f + t * 0.4f;
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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(mr * shade, 0.0f, 255.0f));
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pixels[i2 + 1] = static_cast<uint8_t>(
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std::clamp(mg * shade, 0.0f, 255.0f));
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pixels[i2 + 2] = static_cast<uint8_t>(
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std::clamp(mb * 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-metal: 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(" 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-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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