feat(editor): add --gen-texture-starburst radial-rays pattern

53rd procedural texture: N rays radiating from the texture
center. Each pixel computes its angle via atan2 and finds
the angular distance to the nearest ray axis (handling the
±π wrap so rays around the seam are continuous). Pixels
inside any ray's angular band get the ray color.

Brightness tapers linearly with distance from center: 1.0
at the hub, 0.4 at the texture diagonal — gives sun-rays
that fade as they extend outward instead of reading as
infinite lines.

Useful for sun motifs, holy/divine symbols, paladin
insignias, mage-robe trim, mosaic medallion centers,
shrine floor inlays, and any "radiant glory" surface.
This commit is contained in:
Kelsi 2026-05-09 11:20:31 -07:00
parent 173ad7796e
commit 63048c1356
3 changed files with 100 additions and 0 deletions

View file

@ -86,6 +86,7 @@ const char* const kArgRequired[] = {
"--gen-texture-knit", "--gen-texture-chainmail",
"--gen-texture-planks", "--gen-texture-corrugated",
"--gen-texture-rope", "--gen-texture-caustics",
"--gen-texture-starburst",
"--validate-glb", "--info-glb", "--info-glb-tree", "--info-glb-bytes",
"--validate-jsondbc", "--check-glb-bounds", "--validate-stl",
"--validate-png", "--validate-blp",

View file

@ -4586,6 +4586,102 @@ int handleKnit(int& i, int argc, char** argv) {
return 0;
}
int handleStarburst(int& i, int argc, char** argv) {
// Starburst: N rays radiating from the texture center. Each
// pixel computes its angle from center; if it falls inside any
// ray's angular band, paint it as the ray color. Brightness
// tapers with distance from the center (1.0 at the hub down to
// a configurable rim factor at the texture edge) so the rays
// read as fading light beams rather than infinite lines.
std::string outPath = argv[++i];
std::string bgHex = argv[++i];
std::string rayHex = argv[++i];
int rayCount = 12;
float beamWidth = 0.18f; // radians half-width of each ray
int W = 256, H = 256;
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { rayCount = std::stoi(argv[++i]); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { beamWidth = std::stof(argv[++i]); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { W = std::stoi(argv[++i]); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { H = std::stoi(argv[++i]); } catch (...) {}
}
if (W < 1 || H < 1 || W > 8192 || H > 8192 ||
rayCount < 2 || rayCount > 256 ||
beamWidth <= 0 || beamWidth >= 3.14f) {
std::fprintf(stderr,
"gen-texture-starburst: invalid dims (W/H 1..8192, "
"rays 2..256, beamWidth (0,π))\n");
return 1;
}
uint8_t br_, bg_, bb_, rr_, rg_, rb_;
if (!parseHex(bgHex, br_, bg_, bb_) ||
!parseHex(rayHex, rr_, rg_, rb_)) {
std::fprintf(stderr,
"gen-texture-starburst: bg or ray hex color is invalid\n");
return 1;
}
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
const float twoPi = 6.28318530717958f;
const float cx = W * 0.5f;
const float cy = H * 0.5f;
const float maxR = std::sqrt(cx * cx + cy * cy);
const float anglePer = twoPi / rayCount;
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
float dx = x - cx;
float dy = y - cy;
float r = std::sqrt(dx * dx + dy * dy);
float theta = std::atan2(dy, dx); // [-π, +π]
// Distance in angle space to the nearest ray axis. The
// ray axes are at integer multiples of anglePer; we
// wrap theta into [0, anglePer) and take the smaller of
// (wrapped, anglePer - wrapped) so the ends meet around
// the wraparound boundary.
float wrapped = std::fmod(theta + twoPi, anglePer);
float angDist = std::min(wrapped, anglePer - wrapped);
uint8_t resR, resG, resB;
if (angDist < beamWidth) {
// Brightness: 1.0 at the hub, falling linearly to
// 0.4 at the texture diagonal — gives sun-rays that
// taper as they extend outward.
float t = std::max(0.0f, std::min(1.0f, r / maxR));
float bright = 1.0f - 0.6f * t;
resR = static_cast<uint8_t>(std::min(255.0f,
br_ + bright * (rr_ - br_)));
resG = static_cast<uint8_t>(std::min(255.0f,
bg_ + bright * (rg_ - bg_)));
resB = static_cast<uint8_t>(std::min(255.0f,
bb_ + bright * (rb_ - bb_)));
} else {
resR = br_; resG = bg_; resB = bb_;
}
size_t idx = (static_cast<size_t>(y) * W + x) * 3;
pixels[idx + 0] = resR;
pixels[idx + 1] = resG;
pixels[idx + 2] = resB;
}
}
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-starburst: stbi_write_png failed for %s\n",
outPath.c_str());
return 1;
}
std::printf("Wrote %s\n", outPath.c_str());
std::printf(" size : %dx%d\n", W, H);
std::printf(" bg/ray : %s / %s\n", bgHex.c_str(), rayHex.c_str());
std::printf(" rays : %d (beam width %.3f rad)\n",
rayCount, beamWidth);
return 0;
}
int handleCaustics(int& i, int argc, char** argv) {
// Water caustics: 4 superimposed sine waves running along
// x, y, x+y, and x-y, summed into [-4,+4] and remapped to
@ -5097,6 +5193,7 @@ constexpr TextureEntry kTextureTable[] = {
{"--gen-texture-corrugated", 3, handleCorrugated},
{"--gen-texture-rope", 3, handleRope},
{"--gen-texture-caustics", 3, handleCaustics},
{"--gen-texture-starburst", 3, handleStarburst},
};
} // namespace

View file

@ -139,6 +139,8 @@ void printUsage(const char* argv0) {
std::printf(" Rope: two interleaved sinusoidal strands with cylindrical highlight (twisted cordage)\n");
std::printf(" --gen-texture-caustics <out.png> <bgHex> <hiHex> [period] [W H]\n");
std::printf(" Caustics: 4 superimposed sine waves (x/y/x+y/x-y) producing diamond-mesh water shimmer\n");
std::printf(" --gen-texture-starburst <out.png> <bgHex> <rayHex> [rays] [beamWidth] [W H]\n");
std::printf(" Starburst: N rays radiating from center with linear falloff (sun / holy symbol / mosaic hub)\n");
std::printf(" --add-texture-to-zone <zoneDir> <png-path> [renameTo]\n");
std::printf(" Copy an existing PNG into <zoneDir> (optionally renaming it on the way in)\n");
std::printf(" --gen-mesh <wom-base> <cube|plane|sphere|cylinder|torus|cone|ramp> [size]\n");