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https://github.com/Kelsidavis/WoWee.git
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feat(editor): add --gen-texture-rust oxidized-metal pattern
3-octave smooth noise field thresholded by `coverage` to make rust blob regions, blended with the metal base color via a 0.12-wide smoothstep so patches feather into clean metal rather than stepping. Per-pixel grain jitter on top so neither material reads as flat. Defaults: coverage=0.4 (~40% rust), seed=1. Useful for weathered armor, abandoned machinery, ruined castle gates, shipwreck debris. Brings the procedural texture pattern set to 29.
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3 changed files with 108 additions and 1 deletions
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@ -2370,6 +2370,108 @@ int handleMosaic(int& i, int argc, char** argv) {
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return 0;
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}
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int handleRust(int& i, int argc, char** argv) {
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// Metal with rust patches: smooth multi-octave noise field
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// thresholded by `coverage` to make rust blobs, blended
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// with the metal base. Per-pixel grain jitter on top so
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// both metal and rust regions read with subtle variation.
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std::string outPath = argv[++i];
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std::string metalHex = argv[++i];
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std::string rustHex = argv[++i];
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uint32_t seed = 1;
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float coverage = 0.4f; // 0=clean metal, 1=fully oxidized
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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 { coverage = std::stof(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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coverage < 0.0f || coverage > 1.0f) {
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std::fprintf(stderr,
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"gen-texture-rust: invalid dims (W/H 1..8192, coverage 0..1)\n");
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return 1;
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}
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uint8_t mr, mg, mb, rr, rg, rb;
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if (!parseHex(metalHex, mr, mg, mb)) {
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std::fprintf(stderr,
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"gen-texture-rust: '%s' is not a valid hex color\n",
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metalHex.c_str());
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return 1;
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}
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if (!parseHex(rustHex, rr, rg, rb)) {
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std::fprintf(stderr,
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"gen-texture-rust: '%s' is not a valid hex color\n",
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rustHex.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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float seedF = static_cast<float>(seed);
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auto blob = [&](float x, float y) -> float {
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// 3-octave smooth noise; sin/cos product avoids needing
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// a permutation table.
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float n = 0.0f, total = 0.0f;
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float freq = 0.025f, amp = 1.0f;
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for (int o = 0; o < 3; ++o) {
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n += amp * (0.5f + 0.5f *
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std::sin(x * freq + seedF * (1.0f + o)) *
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std::cos(y * freq + seedF * (0.6f + o)));
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total += amp;
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freq *= 2.0f;
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amp *= 0.5f;
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}
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return n / total; // 0..1
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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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float thresh = 1.0f - coverage;
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int rustPixels = 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 n = blob(static_cast<float>(x), static_cast<float>(y));
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// Smoothstep across a 0.12 band around threshold so
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// rust patches feather into clean metal.
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float t = std::clamp((n - thresh) / 0.12f, 0.0f, 1.0f);
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if (t > 0.5f) ++rustPixels;
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// Per-pixel grain jitter (separate small jitter on
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// each channel) so neither material reads as flat.
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float jitter = (next01() - 0.5f) * 0.08f;
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float r = (mr * (1 - t) + rr * t) * (1.0f + jitter);
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float g = (mg * (1 - t) + rg * t) * (1.0f + jitter);
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float b = (mb * (1 - t) + rb * t) * (1.0f + jitter);
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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>(std::clamp(r, 0.0f, 255.0f));
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pixels[i2 + 1] = static_cast<uint8_t>(std::clamp(g, 0.0f, 255.0f));
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pixels[i2 + 2] = static_cast<uint8_t>(std::clamp(b, 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-rust: 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(" metal/rust : %s / %s\n",
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metalHex.c_str(), rustHex.c_str());
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std::printf(" coverage : %.2f (%d rust pixels)\n",
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coverage, rustPixels);
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std::printf(" seed : %u\n", seed);
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return 0;
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}
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} // namespace
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bool handleGenTexture(int& i, int argc, char** argv, int& outRc) {
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@ -2450,6 +2552,9 @@ bool handleGenTexture(int& i, int argc, char** argv, int& outRc) {
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if (std::strcmp(argv[i], "--gen-texture-mosaic") == 0 && i + 4 < argc) {
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outRc = handleMosaic(i, argc, argv); return true;
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}
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if (std::strcmp(argv[i], "--gen-texture-rust") == 0 && i + 3 < argc) {
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outRc = handleRust(i, argc, argv); return true;
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}
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return false;
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}
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@ -85,6 +85,8 @@ void printUsage(const char* argv0) {
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std::printf(" Wall with climbing vines: meandering vertical paths via random walk (default 8 vines)\n");
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std::printf(" --gen-texture-mosaic <out.png> <colorAHex> <colorBHex> <colorCHex> [tilePx] [seed] [W H]\n");
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std::printf(" 3-color mosaic: small square tiles with random color picks + grout (default 16px)\n");
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std::printf(" --gen-texture-rust <out.png> <metalHex> <rustHex> [seed] [coverage] [W H]\n");
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std::printf(" Metal with rust patches: noise blob threshold + per-pixel grain (default coverage=0.4)\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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@ -217,7 +217,7 @@ int main(int argc, char* argv[]) {
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"--gen-texture-leather", "--gen-texture-sand", "--gen-texture-snow",
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"--gen-texture-lava", "--gen-texture-tile", "--gen-texture-bark",
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"--gen-texture-clouds", "--gen-texture-stars", "--gen-texture-vines",
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"--gen-texture-mosaic",
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"--gen-texture-mosaic", "--gen-texture-rust",
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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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