refactor(editor): extract 7 newer texture generators into cli_gen_texture.cpp

Moves the Worley/cellular-noise-based texture handlers
(--gen-texture-cobble, -marble, -metal, -leather, -sand,
-snow, -lava) into their own translation unit. Each handler
previously had its own ~33-line copy of the parseHex lambda;
all 7 copies are replaced with a single shared parseHex
helper at file scope.

Older simpler generators (gradient/noise/radial/stripes/dots/
rings/checker/brick/wood/grass/fabric) still live in main.cpp
and will be migrated in subsequent batches.

main.cpp drops 26,286 → 25,494 lines (-792). Behavior
unchanged across all 7 handlers (re-verified).
This commit is contained in:
Kelsi 2026-05-08 20:59:02 -07:00
parent 6272e58212
commit 6ea2dfcf8c
4 changed files with 842 additions and 943 deletions

View file

@ -1305,6 +1305,7 @@ add_executable(wowee_editor
tools/editor/cli_zone_inventory.cpp
tools/editor/cli_project_inventory.cpp
tools/editor/cli_help.cpp
tools/editor/cli_gen_texture.cpp
tools/editor/editor_app.cpp
tools/editor/editor_camera.cpp
tools/editor/editor_viewport.cpp

View file

@ -0,0 +1,813 @@
#include "cli_gen_texture.hpp"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <cstdio>
#include <cstring>
#include <string>
#include <vector>
// stb_image_write impl lives in texture_exporter.cpp;
// we just need the declaration of stbi_write_png.
#include "stb_image_write.h"
namespace wowee {
namespace editor {
namespace cli {
namespace {
// Shared hex-color parser used by every texture generator.
// Accepts "RRGGBB", "rgb", or those forms with a leading '#'.
// Returns false on malformed input (caller should error out).
bool parseHex(std::string hex, uint8_t& r, uint8_t& g, uint8_t& b) {
std::transform(hex.begin(), hex.end(), hex.begin(),
[](unsigned char c) { return std::tolower(c); });
if (!hex.empty() && hex[0] == '#') hex.erase(0, 1);
auto fromHexC = [](char c) -> int {
if (c >= '0' && c <= '9') return c - '0';
if (c >= 'a' && c <= 'f') return 10 + c - 'a';
return -1;
};
int v[6];
if (hex.size() == 6) {
for (int k = 0; k < 6; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[1]);
g = static_cast<uint8_t>((v[2] << 4) | v[3]);
b = static_cast<uint8_t>((v[4] << 4) | v[5]);
return true;
}
if (hex.size() == 3) {
for (int k = 0; k < 3; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[0]);
g = static_cast<uint8_t>((v[1] << 4) | v[1]);
b = static_cast<uint8_t>((v[2] << 4) | v[2]);
return true;
}
return false;
}
int handleCobble(int& i, int argc, char** argv) {
// Cobblestone street pattern. Each pixel finds its
// nearest "stone center" in a perturbed grid (Worley-
// style cellular noise) and uses the distance to that
// center to draw the stone face vs. mortar gaps. Stones
// get small per-stone tint variation so the surface
// doesn't read as flat.
std::string outPath = argv[++i];
std::string stoneHex = argv[++i];
std::string mortarHex = argv[++i];
int stonePx = 24;
uint32_t seed = 1;
int W = 256, H = 256;
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { stonePx = std::stoi(argv[++i]); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { seed = static_cast<uint32_t>(std::stoul(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 ||
stonePx < 8 || stonePx > 512) {
std::fprintf(stderr,
"gen-texture-cobble: invalid dims (W/H 1..8192, stonePx 8..512)\n");
return 1;
}
uint8_t sr, sg, sb, mr, mg, mb;
if (!parseHex(stoneHex, sr, sg, sb)) {
std::fprintf(stderr,
"gen-texture-cobble: '%s' is not a valid hex color\n",
stoneHex.c_str());
return 1;
}
if (!parseHex(mortarHex, mr, mg, mb)) {
std::fprintf(stderr,
"gen-texture-cobble: '%s' is not a valid hex color\n",
mortarHex.c_str());
return 1;
}
// Seeded hash → stone center jitter + per-stone tint.
// Hash takes (cellX, cellY, seed) and returns 4 floats
// in [0,1): two for offset, two for tint variation.
auto hash01 = [seed](int cx, int cy, int comp) -> float {
uint32_t h = static_cast<uint32_t>(cx) * 374761393u +
static_cast<uint32_t>(cy) * 668265263u +
seed * 2147483647u +
static_cast<uint32_t>(comp) * 16777619u;
h = (h ^ (h >> 13)) * 1274126177u;
h = h ^ (h >> 16);
return (h >> 8) * (1.0f / 16777216.0f);
};
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
// For each pixel, find min distance among 9 neighboring
// jittered cell centers (3x3 around current cell). The
// closest center owns the pixel; second-closest sets
// mortar boundary distance.
for (int y = 0; y < H; ++y) {
int cy0 = y / stonePx;
for (int x = 0; x < W; ++x) {
int cx0 = x / stonePx;
float bestD = 1e9f, second = 1e9f;
int bestCx = 0, bestCy = 0;
for (int dy = -1; dy <= 1; ++dy) {
for (int dx = -1; dx <= 1; ++dx) {
int cx = cx0 + dx;
int cy = cy0 + dy;
float jx = (hash01(cx, cy, 0) - 0.5f) * 0.7f;
float jy = (hash01(cx, cy, 1) - 0.5f) * 0.7f;
float ccx = (cx + 0.5f + jx) * stonePx;
float ccy = (cy + 0.5f + jy) * stonePx;
float dxp = x - ccx, dyp = y - ccy;
float d = std::sqrt(dxp * dxp + dyp * dyp);
if (d < bestD) {
second = bestD;
bestD = d;
bestCx = cx;
bestCy = cy;
} else if (d < second) {
second = d;
}
}
}
// Pixels close to the boundary (small gap between
// closest and second-closest) become mortar.
float boundary = second - bestD;
float mortarThresh = stonePx * 0.10f;
if (boundary < mortarThresh) {
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = mr;
pixels[i2 + 1] = mg;
pixels[i2 + 2] = mb;
} else {
// Per-stone tint: ±15% on each channel.
float tint = 0.85f + 0.30f * hash01(bestCx, bestCy, 2);
// Subtle radial darkening toward edges so
// the stone face reads as 3D rounded.
float edgeFalloff = std::min(1.0f,
(boundary - mortarThresh) / (stonePx * 0.4f));
float shade = (0.7f + 0.3f * edgeFalloff) * tint;
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = static_cast<uint8_t>(
std::clamp(sr * shade, 0.0f, 255.0f));
pixels[i2 + 1] = static_cast<uint8_t>(
std::clamp(sg * shade, 0.0f, 255.0f));
pixels[i2 + 2] = static_cast<uint8_t>(
std::clamp(sb * shade, 0.0f, 255.0f));
}
}
}
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-cobble: 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(" stone/mortar : %s / %s\n",
stoneHex.c_str(), mortarHex.c_str());
std::printf(" stone px : %d\n", stonePx);
std::printf(" seed : %u\n", seed);
return 0;
}
int handleMarble(int& i, int argc, char** argv) {
// Marble pattern via warped sinusoidal veining. The
// canonical "marble shader": take a sine wave, warp its
// input by smooth multi-octave noise, raise the absolute
// value to a high power so the bright vein bands stay
// narrow. Result: irregular bright veins on a base color
// that tile with octave-driven low-freq variation.
std::string outPath = argv[++i];
std::string baseHex = argv[++i];
std::string veinHex = argv[++i];
uint32_t seed = 1;
float sharpness = 8.0f;
int W = 256, H = 256;
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { seed = static_cast<uint32_t>(std::stoul(argv[++i])); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { sharpness = 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 ||
sharpness < 1.0f || sharpness > 64.0f) {
std::fprintf(stderr,
"gen-texture-marble: invalid dims (W/H 1..8192, sharpness 1..64)\n");
return 1;
}
uint8_t br, bg, bb_, vr, vg, vb;
if (!parseHex(baseHex, br, bg, bb_)) {
std::fprintf(stderr,
"gen-texture-marble: '%s' is not a valid hex color\n",
baseHex.c_str());
return 1;
}
if (!parseHex(veinHex, vr, vg, vb)) {
std::fprintf(stderr,
"gen-texture-marble: '%s' is not a valid hex color\n",
veinHex.c_str());
return 1;
}
// Cheap multi-octave noise: 4 sin/cos products at
// doubling frequencies, seeded phase per octave. Smooth
// and tiles imperfectly but for marble we want some
// irregularity anyway.
float seedF = static_cast<float>(seed);
auto warpNoise = [&](float x, float y) -> float {
float n = 0.0f;
float freq = 0.02f;
float amp = 1.0f;
float total = 0.0f;
for (int o = 0; o < 4; ++o) {
n += amp * std::sin(x * freq + seedF * (1.0f + o)) *
std::cos(y * freq + seedF * (0.6f + o));
total += amp;
freq *= 2.0f;
amp *= 0.5f;
}
return n / total; // -1..1
};
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
// Warped sine: vein density is sin(turbulent x).
// High exponent on |sin| concentrates brightness
// into thin bands.
float warp = warpNoise(static_cast<float>(x),
static_cast<float>(y));
float v = std::sin((x + warp * 80.0f) * 0.07f);
float vein = std::pow(std::abs(v), sharpness);
uint8_t r = static_cast<uint8_t>(br * (1 - vein) + vr * vein);
uint8_t g = static_cast<uint8_t>(bg * (1 - vein) + vg * vein);
uint8_t b = static_cast<uint8_t>(bb_ * (1 - vein) + vb * vein);
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = r;
pixels[i2 + 1] = g;
pixels[i2 + 2] = b;
}
}
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-marble: 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(" base/vein : %s / %s\n",
baseHex.c_str(), veinHex.c_str());
std::printf(" sharpness : %.1f\n", sharpness);
std::printf(" seed : %u\n", seed);
return 0;
}
int handleMetal(int& i, int argc, char** argv) {
// Brushed-metal pattern. We generate per-pixel white
// noise then box-blur it heavily along one axis (the
// brush direction) and lightly along the other. Result:
// long thin streaks of varying brightness, the visual
// signature of brushed steel/aluminum/iron. Apply that
// streaky shade as a multiplicative tint on the base
// metal color.
std::string outPath = argv[++i];
std::string baseHex = argv[++i];
uint32_t seed = 1;
std::string orientation = "horizontal";
int W = 256, H = 256;
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { seed = static_cast<uint32_t>(std::stoul(argv[++i])); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
orientation = argv[++i];
}
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) {
std::fprintf(stderr,
"gen-texture-metal: invalid dims (W/H 1..8192)\n");
return 1;
}
if (orientation != "horizontal" && orientation != "vertical") {
std::fprintf(stderr,
"gen-texture-metal: orientation must be horizontal|vertical\n");
return 1;
}
uint8_t mr, mg, mb;
if (!parseHex(baseHex, mr, mg, mb)) {
std::fprintf(stderr,
"gen-texture-metal: '%s' is not a valid hex color\n",
baseHex.c_str());
return 1;
}
uint32_t state = seed ? seed : 1u;
auto next01 = [&state]() -> float {
state = state * 1664525u + 1013904223u;
return (state >> 8) * (1.0f / 16777216.0f);
};
// Step 1: per-pixel white noise.
std::vector<float> noise(static_cast<size_t>(W) * H);
for (auto& v : noise) v = next01();
// Step 2: directional blur. For horizontal orientation,
// blur strongly in X (long brush strokes) and lightly
// in Y (thin variation across strokes). Vertical
// orientation flips X and Y.
std::vector<float> blurred(noise.size(), 0.0f);
int rxLong = (orientation == "horizontal") ? 24 : 2;
int ryLong = (orientation == "horizontal") ? 2 : 24;
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
float sum = 0.0f;
int n = 0;
for (int dy = -ryLong; dy <= ryLong; ++dy) {
int py = y + dy;
if (py < 0 || py >= H) continue;
for (int dx = -rxLong; dx <= rxLong; ++dx) {
int px = x + dx;
if (px < 0 || px >= W) continue;
sum += noise[static_cast<size_t>(py) * W + px];
n++;
}
}
blurred[static_cast<size_t>(y) * W + x] = sum / n;
}
}
// Step 3: stretch contrast back out so the streaks
// are visible (blurring narrows the range).
float minV = 1.0f, maxV = 0.0f;
for (float v : blurred) { minV = std::min(minV, v); maxV = std::max(maxV, v); }
float range = std::max(maxV - minV, 1e-6f);
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
float t = (blurred[static_cast<size_t>(y) * W + x] - minV) / range;
// Map noise to a multiplicative shade in [0.7, 1.1]
// so the metal looks polished but not flat.
float shade = 0.7f + t * 0.4f;
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = static_cast<uint8_t>(
std::clamp(mr * shade, 0.0f, 255.0f));
pixels[i2 + 1] = static_cast<uint8_t>(
std::clamp(mg * shade, 0.0f, 255.0f));
pixels[i2 + 2] = static_cast<uint8_t>(
std::clamp(mb * shade, 0.0f, 255.0f));
}
}
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-metal: 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(" base color : %s\n", baseHex.c_str());
std::printf(" orientation : %s\n", orientation.c_str());
std::printf(" seed : %u\n", seed);
return 0;
}
int handleLeather(int& i, int argc, char** argv) {
// Leather grain pattern. Cellular Worley noise where
// each "pebble" cell darkens at its boundaries with
// its neighbors — the look of fine-grain leather.
// Each cell also gets per-cell tint variation so the
// surface doesn't read as uniform.
std::string outPath = argv[++i];
std::string baseHex = argv[++i];
uint32_t seed = 1;
int grainSize = 4; // average pebble cell size in px
int W = 256, H = 256;
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { seed = static_cast<uint32_t>(std::stoul(argv[++i])); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { grainSize = std::stoi(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 ||
grainSize < 2 || grainSize > 64) {
std::fprintf(stderr,
"gen-texture-leather: invalid dims (W/H 1..8192, grainSize 2..64)\n");
return 1;
}
uint8_t lr, lg, lb;
if (!parseHex(baseHex, lr, lg, lb)) {
std::fprintf(stderr,
"gen-texture-leather: '%s' is not a valid hex color\n",
baseHex.c_str());
return 1;
}
// Per-cell hash (same idea as cobble, but smaller cells).
auto hash01 = [seed](int cx, int cy, int comp) -> float {
uint32_t h = static_cast<uint32_t>(cx) * 374761393u +
static_cast<uint32_t>(cy) * 668265263u +
seed * 2147483647u +
static_cast<uint32_t>(comp) * 16777619u;
h = (h ^ (h >> 13)) * 1274126177u;
h = h ^ (h >> 16);
return (h >> 8) * (1.0f / 16777216.0f);
};
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
for (int y = 0; y < H; ++y) {
int cy0 = y / grainSize;
for (int x = 0; x < W; ++x) {
int cx0 = x / grainSize;
float bestD = 1e9f, second = 1e9f;
int bestCx = 0, bestCy = 0;
for (int dy = -1; dy <= 1; ++dy) {
for (int dx = -1; dx <= 1; ++dx) {
int cx = cx0 + dx;
int cy = cy0 + dy;
float jx = (hash01(cx, cy, 0) - 0.5f) * 0.6f;
float jy = (hash01(cx, cy, 1) - 0.5f) * 0.6f;
float ccx = (cx + 0.5f + jx) * grainSize;
float ccy = (cy + 0.5f + jy) * grainSize;
float dxp = x - ccx, dyp = y - ccy;
float d = std::sqrt(dxp * dxp + dyp * dyp);
if (d < bestD) {
second = bestD;
bestD = d;
bestCx = cx;
bestCy = cy;
} else if (d < second) {
second = d;
}
}
}
// Boundary darkness: closer to the cell border
// = darker. Scaled by grainSize for resolution
// independence.
float boundary = (second - bestD) / grainSize;
float boundaryShade = std::clamp(boundary * 1.5f, 0.4f, 1.0f);
// Per-cell tint: ±15% lightness.
float tint = 0.85f + 0.30f * hash01(bestCx, bestCy, 2);
float shade = boundaryShade * tint;
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = static_cast<uint8_t>(
std::clamp(lr * shade, 0.0f, 255.0f));
pixels[i2 + 1] = static_cast<uint8_t>(
std::clamp(lg * shade, 0.0f, 255.0f));
pixels[i2 + 2] = static_cast<uint8_t>(
std::clamp(lb * shade, 0.0f, 255.0f));
}
}
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-leather: 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(" base color : %s\n", baseHex.c_str());
std::printf(" grain size : %d px\n", grainSize);
std::printf(" seed : %u\n", seed);
return 0;
}
int handleSand(int& i, int argc, char** argv) {
// Sand dunes pattern: per-pixel salt-and-pepper grain
// jitter (the individual grains of sand) overlaid with
// wide sinusoidal ripple bands (the wind-formed dune
// ridges). Result reads as windswept beach or desert.
std::string outPath = argv[++i];
std::string baseHex = argv[++i];
uint32_t seed = 1;
int rippleSpacing = 24;
int W = 256, H = 256;
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { seed = static_cast<uint32_t>(std::stoul(argv[++i])); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { rippleSpacing = std::stoi(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 ||
rippleSpacing < 4 || rippleSpacing > 512) {
std::fprintf(stderr,
"gen-texture-sand: invalid dims (W/H 1..8192, rippleSpacing 4..512)\n");
return 1;
}
uint8_t br, bg, bb_;
if (!parseHex(baseHex, br, bg, bb_)) {
std::fprintf(stderr,
"gen-texture-sand: '%s' is not a valid hex color\n",
baseHex.c_str());
return 1;
}
uint32_t state = seed ? seed : 1u;
auto next01 = [&state]() -> float {
state = state * 1664525u + 1013904223u;
return (state >> 8) * (1.0f / 16777216.0f);
};
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
const float pi = 3.14159265358979f;
float seedF = static_cast<float>(seed);
// Pre-compute one ripple offset per row so dunes flow
// smoothly along Y rather than being identical at each row.
std::vector<float> rowPhase(H, 0.0f);
for (int y = 0; y < H; ++y) {
rowPhase[y] = std::sin(y * 0.05f + seedF) * rippleSpacing * 0.5f;
}
for (int y = 0; y < H; ++y) {
float phaseY = rowPhase[y];
for (int x = 0; x < W; ++x) {
// Ripple shade: sine band aligned to (x + phaseY).
float ripple = std::sin((x + phaseY) * 2.0f * pi /
rippleSpacing);
float rippleShade = 1.0f + 0.10f * ripple;
// Per-pixel grain noise: ±5% jitter.
float grain = (next01() - 0.5f) * 0.10f;
float shade = rippleShade + grain;
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = static_cast<uint8_t>(
std::clamp(br * shade, 0.0f, 255.0f));
pixels[i2 + 1] = static_cast<uint8_t>(
std::clamp(bg * shade, 0.0f, 255.0f));
pixels[i2 + 2] = static_cast<uint8_t>(
std::clamp(bb_ * shade, 0.0f, 255.0f));
}
}
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-sand: 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(" base color : %s\n", baseHex.c_str());
std::printf(" ripple spacing : %d px\n", rippleSpacing);
std::printf(" seed : %u\n", seed);
return 0;
}
int handleSnow(int& i, int argc, char** argv) {
// Snow texture: cool-white base with very subtle blueish
// tint variation (the soft uneven luminance of fresh
// powder), plus scattered single-pixel "sparkles" at
// bright white where ice crystals catch light.
std::string outPath = argv[++i];
std::string baseHex = argv[++i];
uint32_t seed = 1;
float density = 0.005f; // fraction of pixels that sparkle
int W = 256, H = 256;
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { seed = static_cast<uint32_t>(std::stoul(argv[++i])); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { density = 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 ||
density < 0.0f || density > 0.5f) {
std::fprintf(stderr,
"gen-texture-snow: invalid dims (W/H 1..8192, density 0..0.5)\n");
return 1;
}
uint8_t br, bg, bb_;
if (!parseHex(baseHex, br, bg, bb_)) {
std::fprintf(stderr,
"gen-texture-snow: '%s' is not a valid hex color\n",
baseHex.c_str());
return 1;
}
uint32_t state = seed ? seed : 1u;
auto next01 = [&state]() -> float {
state = state * 1664525u + 1013904223u;
return (state >> 8) * (1.0f / 16777216.0f);
};
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
// Soft luminance variation via low-frequency cosine
// sums — gives the surface a gently uneven powdery
// look rather than a flat field.
float seedF = static_cast<float>(seed);
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
float wave = std::cos(x * 0.03f + seedF) *
std::cos(y * 0.04f + seedF * 0.7f);
float jitter = (next01() - 0.5f) * 0.04f;
float shade = 1.0f + 0.05f * wave + jitter;
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = static_cast<uint8_t>(
std::clamp(br * shade, 0.0f, 255.0f));
pixels[i2 + 1] = static_cast<uint8_t>(
std::clamp(bg * shade, 0.0f, 255.0f));
pixels[i2 + 2] = static_cast<uint8_t>(
std::clamp(bb_ * shade, 0.0f, 255.0f));
}
}
// Sparkle pass: scatter bright single-pixel highlights.
int sparkles = static_cast<int>(W * H * density);
for (int s = 0; s < sparkles; ++s) {
int sx = static_cast<int>(next01() * W);
int sy = static_cast<int>(next01() * H);
size_t i2 = (static_cast<size_t>(sy) * W + sx) * 3;
pixels[i2 + 0] = 255;
pixels[i2 + 1] = 255;
pixels[i2 + 2] = 255;
}
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-snow: 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(" base color : %s\n", baseHex.c_str());
std::printf(" density : %.4f (%d sparkles)\n",
density, sparkles);
std::printf(" seed : %u\n", seed);
return 0;
}
int handleLava(int& i, int argc, char** argv) {
// Lava texture: dark cooled-crust base with bright
// glowing cracks tracing Worley cell boundaries — the
// canonical "broken obsidian shell over magma" look.
// Same cellular noise structure as gen-texture-cobble
// but the boundary regions glow hot instead of darken.
std::string outPath = argv[++i];
std::string darkHex = argv[++i];
std::string hotHex = argv[++i];
uint32_t seed = 1;
int crackScale = 32; // average cell size in px
int W = 256, H = 256;
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { seed = static_cast<uint32_t>(std::stoul(argv[++i])); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { crackScale = std::stoi(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 ||
crackScale < 8 || crackScale > 512) {
std::fprintf(stderr,
"gen-texture-lava: invalid dims (W/H 1..8192, crackScale 8..512)\n");
return 1;
}
uint8_t dr, dg, db, hr, hg, hb;
if (!parseHex(darkHex, dr, dg, db)) {
std::fprintf(stderr,
"gen-texture-lava: '%s' is not a valid hex color\n",
darkHex.c_str());
return 1;
}
if (!parseHex(hotHex, hr, hg, hb)) {
std::fprintf(stderr,
"gen-texture-lava: '%s' is not a valid hex color\n",
hotHex.c_str());
return 1;
}
auto hash01 = [seed](int cx, int cy, int comp) -> float {
uint32_t h = static_cast<uint32_t>(cx) * 374761393u +
static_cast<uint32_t>(cy) * 668265263u +
seed * 2147483647u +
static_cast<uint32_t>(comp) * 16777619u;
h = (h ^ (h >> 13)) * 1274126177u;
h = h ^ (h >> 16);
return (h >> 8) * (1.0f / 16777216.0f);
};
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
for (int y = 0; y < H; ++y) {
int cy0 = y / crackScale;
for (int x = 0; x < W; ++x) {
int cx0 = x / crackScale;
float bestD = 1e9f, second = 1e9f;
for (int dy = -1; dy <= 1; ++dy) {
for (int dx = -1; dx <= 1; ++dx) {
int cx = cx0 + dx;
int cy = cy0 + dy;
float jx = (hash01(cx, cy, 0) - 0.5f) * 0.7f;
float jy = (hash01(cx, cy, 1) - 0.5f) * 0.7f;
float ccx = (cx + 0.5f + jx) * crackScale;
float ccy = (cy + 0.5f + jy) * crackScale;
float dxp = x - ccx, dyp = y - ccy;
float d = std::sqrt(dxp * dxp + dyp * dyp);
if (d < bestD) { second = bestD; bestD = d; }
else if (d < second) { second = d; }
}
}
// Boundary intensity: thin glow band where the
// distance to the second-closest center is
// close to the distance to the closest. Glow
// strength falls off as we move away from the
// crack into the cell interior.
float boundary = (second - bestD) / crackScale;
float crackWidth = 0.08f;
float glow = 0.0f;
if (boundary < crackWidth) {
// Inside the crack — bright hot color.
glow = 1.0f - boundary / crackWidth;
} else if (boundary < crackWidth * 4.0f) {
// Penumbra: soft glow falling off into crust.
glow = 0.3f * (1.0f - (boundary - crackWidth) /
(crackWidth * 3.0f));
}
glow = std::clamp(glow, 0.0f, 1.0f);
uint8_t r = static_cast<uint8_t>(dr * (1 - glow) + hr * glow);
uint8_t g = static_cast<uint8_t>(dg * (1 - glow) + hg * glow);
uint8_t b = static_cast<uint8_t>(db * (1 - glow) + hb * glow);
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = r;
pixels[i2 + 1] = g;
pixels[i2 + 2] = b;
}
}
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-lava: 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(" dark/hot : %s / %s\n",
darkHex.c_str(), hotHex.c_str());
std::printf(" crack scale : %d px\n", crackScale);
std::printf(" seed : %u\n", seed);
return 0;
}
} // namespace
bool handleGenTexture(int& i, int argc, char** argv, int& outRc) {
if (std::strcmp(argv[i], "--gen-texture-cobble") == 0 && i + 3 < argc) {
outRc = handleCobble(i, argc, argv); return true;
}
if (std::strcmp(argv[i], "--gen-texture-marble") == 0 && i + 2 < argc) {
outRc = handleMarble(i, argc, argv); return true;
}
if (std::strcmp(argv[i], "--gen-texture-metal") == 0 && i + 2 < argc) {
outRc = handleMetal(i, argc, argv); return true;
}
if (std::strcmp(argv[i], "--gen-texture-leather") == 0 && i + 2 < argc) {
outRc = handleLeather(i, argc, argv); return true;
}
if (std::strcmp(argv[i], "--gen-texture-sand") == 0 && i + 2 < argc) {
outRc = handleSand(i, argc, argv); return true;
}
if (std::strcmp(argv[i], "--gen-texture-snow") == 0 && i + 2 < argc) {
outRc = handleSnow(i, argc, argv); return true;
}
if (std::strcmp(argv[i], "--gen-texture-lava") == 0 && i + 3 < argc) {
outRc = handleLava(i, argc, argv); return true;
}
return false;
}
} // namespace cli
} // namespace editor
} // namespace wowee

View file

@ -0,0 +1,24 @@
#pragma once
namespace wowee {
namespace editor {
namespace cli {
// Dispatch the procedural texture generator handlers that have
// been moved out of main.cpp. Currently the 7 newer Worley/
// noise-based generators:
// --gen-texture-cobble --gen-texture-marble
// --gen-texture-metal --gen-texture-leather
// --gen-texture-sand --gen-texture-snow
// --gen-texture-lava
//
// Older simpler generators (gradient/noise/radial/stripes/dots/
// rings/checker/brick/wood/grass/fabric) still live in main.cpp
// and will be migrated in subsequent batches.
//
// Returns true if matched; outRc holds the exit code.
bool handleGenTexture(int& i, int argc, char** argv, int& outRc);
} // namespace cli
} // namespace editor
} // namespace wowee

View file

@ -6,6 +6,7 @@
#include "cli_zone_inventory.hpp"
#include "cli_project_inventory.hpp"
#include "cli_help.hpp"
#include "cli_gen_texture.hpp"
#include "content_pack.hpp"
#include "npc_spawner.hpp"
#include "object_placer.hpp"
@ -796,6 +797,9 @@ int main(int argc, char* argv[]) {
if (wowee::editor::cli::handleProjectInventory(i, argc, argv, outRc)) {
return outRc;
}
if (wowee::editor::cli::handleGenTexture(i, argc, argv, outRc)) {
return outRc;
}
}
if (std::strcmp(argv[i], "--data") == 0 && i + 1 < argc) {
dataPath = argv[++i];
@ -17955,949 +17959,6 @@ int main(int argc, char* argv[]) {
warpHex.c_str(), weftHex.c_str());
std::printf(" thread px : %d\n", threadPx);
return 0;
} else if (std::strcmp(argv[i], "--gen-texture-cobble") == 0 && i + 3 < argc) {
// Cobblestone street pattern. Each pixel finds its
// nearest "stone center" in a perturbed grid (Worley-
// style cellular noise) and uses the distance to that
// center to draw the stone face vs. mortar gaps. Stones
// get small per-stone tint variation so the surface
// doesn't read as flat.
std::string outPath = argv[++i];
std::string stoneHex = argv[++i];
std::string mortarHex = argv[++i];
int stonePx = 24;
uint32_t seed = 1;
int W = 256, H = 256;
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { stonePx = std::stoi(argv[++i]); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { seed = static_cast<uint32_t>(std::stoul(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 ||
stonePx < 8 || stonePx > 512) {
std::fprintf(stderr,
"gen-texture-cobble: invalid dims (W/H 1..8192, stonePx 8..512)\n");
return 1;
}
auto parseHex = [](std::string hex,
uint8_t& r, uint8_t& g, uint8_t& b) -> bool {
std::transform(hex.begin(), hex.end(), hex.begin(),
[](unsigned char c) { return std::tolower(c); });
if (!hex.empty() && hex[0] == '#') hex.erase(0, 1);
auto fromHexC = [](char c) -> int {
if (c >= '0' && c <= '9') return c - '0';
if (c >= 'a' && c <= 'f') return 10 + c - 'a';
return -1;
};
int v[6];
if (hex.size() == 6) {
for (int k = 0; k < 6; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[1]);
g = static_cast<uint8_t>((v[2] << 4) | v[3]);
b = static_cast<uint8_t>((v[4] << 4) | v[5]);
return true;
}
if (hex.size() == 3) {
for (int k = 0; k < 3; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[0]);
g = static_cast<uint8_t>((v[1] << 4) | v[1]);
b = static_cast<uint8_t>((v[2] << 4) | v[2]);
return true;
}
return false;
};
uint8_t sr, sg, sb, mr, mg, mb;
if (!parseHex(stoneHex, sr, sg, sb)) {
std::fprintf(stderr,
"gen-texture-cobble: '%s' is not a valid hex color\n",
stoneHex.c_str());
return 1;
}
if (!parseHex(mortarHex, mr, mg, mb)) {
std::fprintf(stderr,
"gen-texture-cobble: '%s' is not a valid hex color\n",
mortarHex.c_str());
return 1;
}
// Seeded hash → stone center jitter + per-stone tint.
// Hash takes (cellX, cellY, seed) and returns 4 floats
// in [0,1): two for offset, two for tint variation.
auto hash01 = [seed](int cx, int cy, int comp) -> float {
uint32_t h = static_cast<uint32_t>(cx) * 374761393u +
static_cast<uint32_t>(cy) * 668265263u +
seed * 2147483647u +
static_cast<uint32_t>(comp) * 16777619u;
h = (h ^ (h >> 13)) * 1274126177u;
h = h ^ (h >> 16);
return (h >> 8) * (1.0f / 16777216.0f);
};
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
// For each pixel, find min distance among 9 neighboring
// jittered cell centers (3x3 around current cell). The
// closest center owns the pixel; second-closest sets
// mortar boundary distance.
for (int y = 0; y < H; ++y) {
int cy0 = y / stonePx;
for (int x = 0; x < W; ++x) {
int cx0 = x / stonePx;
float bestD = 1e9f, second = 1e9f;
int bestCx = 0, bestCy = 0;
for (int dy = -1; dy <= 1; ++dy) {
for (int dx = -1; dx <= 1; ++dx) {
int cx = cx0 + dx;
int cy = cy0 + dy;
float jx = (hash01(cx, cy, 0) - 0.5f) * 0.7f;
float jy = (hash01(cx, cy, 1) - 0.5f) * 0.7f;
float ccx = (cx + 0.5f + jx) * stonePx;
float ccy = (cy + 0.5f + jy) * stonePx;
float dxp = x - ccx, dyp = y - ccy;
float d = std::sqrt(dxp * dxp + dyp * dyp);
if (d < bestD) {
second = bestD;
bestD = d;
bestCx = cx;
bestCy = cy;
} else if (d < second) {
second = d;
}
}
}
// Pixels close to the boundary (small gap between
// closest and second-closest) become mortar.
float boundary = second - bestD;
float mortarThresh = stonePx * 0.10f;
if (boundary < mortarThresh) {
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = mr;
pixels[i2 + 1] = mg;
pixels[i2 + 2] = mb;
} else {
// Per-stone tint: ±15% on each channel.
float tint = 0.85f + 0.30f * hash01(bestCx, bestCy, 2);
// Subtle radial darkening toward edges so
// the stone face reads as 3D rounded.
float edgeFalloff = std::min(1.0f,
(boundary - mortarThresh) / (stonePx * 0.4f));
float shade = (0.7f + 0.3f * edgeFalloff) * tint;
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = static_cast<uint8_t>(
std::clamp(sr * shade, 0.0f, 255.0f));
pixels[i2 + 1] = static_cast<uint8_t>(
std::clamp(sg * shade, 0.0f, 255.0f));
pixels[i2 + 2] = static_cast<uint8_t>(
std::clamp(sb * shade, 0.0f, 255.0f));
}
}
}
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-cobble: 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(" stone/mortar : %s / %s\n",
stoneHex.c_str(), mortarHex.c_str());
std::printf(" stone px : %d\n", stonePx);
std::printf(" seed : %u\n", seed);
return 0;
} else if (std::strcmp(argv[i], "--gen-texture-marble") == 0 && i + 2 < argc) {
// Marble pattern via warped sinusoidal veining. The
// canonical "marble shader": take a sine wave, warp its
// input by smooth multi-octave noise, raise the absolute
// value to a high power so the bright vein bands stay
// narrow. Result: irregular bright veins on a base color
// that tile with octave-driven low-freq variation.
std::string outPath = argv[++i];
std::string baseHex = argv[++i];
std::string veinHex = argv[++i];
uint32_t seed = 1;
float sharpness = 8.0f;
int W = 256, H = 256;
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { seed = static_cast<uint32_t>(std::stoul(argv[++i])); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { sharpness = 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 ||
sharpness < 1.0f || sharpness > 64.0f) {
std::fprintf(stderr,
"gen-texture-marble: invalid dims (W/H 1..8192, sharpness 1..64)\n");
return 1;
}
auto parseHex = [](std::string hex,
uint8_t& r, uint8_t& g, uint8_t& b) -> bool {
std::transform(hex.begin(), hex.end(), hex.begin(),
[](unsigned char c) { return std::tolower(c); });
if (!hex.empty() && hex[0] == '#') hex.erase(0, 1);
auto fromHexC = [](char c) -> int {
if (c >= '0' && c <= '9') return c - '0';
if (c >= 'a' && c <= 'f') return 10 + c - 'a';
return -1;
};
int v[6];
if (hex.size() == 6) {
for (int k = 0; k < 6; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[1]);
g = static_cast<uint8_t>((v[2] << 4) | v[3]);
b = static_cast<uint8_t>((v[4] << 4) | v[5]);
return true;
}
if (hex.size() == 3) {
for (int k = 0; k < 3; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[0]);
g = static_cast<uint8_t>((v[1] << 4) | v[1]);
b = static_cast<uint8_t>((v[2] << 4) | v[2]);
return true;
}
return false;
};
uint8_t br, bg, bb_, vr, vg, vb;
if (!parseHex(baseHex, br, bg, bb_)) {
std::fprintf(stderr,
"gen-texture-marble: '%s' is not a valid hex color\n",
baseHex.c_str());
return 1;
}
if (!parseHex(veinHex, vr, vg, vb)) {
std::fprintf(stderr,
"gen-texture-marble: '%s' is not a valid hex color\n",
veinHex.c_str());
return 1;
}
// Cheap multi-octave noise: 4 sin/cos products at
// doubling frequencies, seeded phase per octave. Smooth
// and tiles imperfectly but for marble we want some
// irregularity anyway.
float seedF = static_cast<float>(seed);
auto warpNoise = [&](float x, float y) -> float {
float n = 0.0f;
float freq = 0.02f;
float amp = 1.0f;
float total = 0.0f;
for (int o = 0; o < 4; ++o) {
n += amp * std::sin(x * freq + seedF * (1.0f + o)) *
std::cos(y * freq + seedF * (0.6f + o));
total += amp;
freq *= 2.0f;
amp *= 0.5f;
}
return n / total; // -1..1
};
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
// Warped sine: vein density is sin(turbulent x).
// High exponent on |sin| concentrates brightness
// into thin bands.
float warp = warpNoise(static_cast<float>(x),
static_cast<float>(y));
float v = std::sin((x + warp * 80.0f) * 0.07f);
float vein = std::pow(std::abs(v), sharpness);
uint8_t r = static_cast<uint8_t>(br * (1 - vein) + vr * vein);
uint8_t g = static_cast<uint8_t>(bg * (1 - vein) + vg * vein);
uint8_t b = static_cast<uint8_t>(bb_ * (1 - vein) + vb * vein);
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = r;
pixels[i2 + 1] = g;
pixels[i2 + 2] = b;
}
}
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-marble: 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(" base/vein : %s / %s\n",
baseHex.c_str(), veinHex.c_str());
std::printf(" sharpness : %.1f\n", sharpness);
std::printf(" seed : %u\n", seed);
return 0;
} else if (std::strcmp(argv[i], "--gen-texture-metal") == 0 && i + 2 < argc) {
// Brushed-metal pattern. We generate per-pixel white
// noise then box-blur it heavily along one axis (the
// brush direction) and lightly along the other. Result:
// long thin streaks of varying brightness, the visual
// signature of brushed steel/aluminum/iron. Apply that
// streaky shade as a multiplicative tint on the base
// metal color.
std::string outPath = argv[++i];
std::string baseHex = argv[++i];
uint32_t seed = 1;
std::string orientation = "horizontal";
int W = 256, H = 256;
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { seed = static_cast<uint32_t>(std::stoul(argv[++i])); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
orientation = argv[++i];
}
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) {
std::fprintf(stderr,
"gen-texture-metal: invalid dims (W/H 1..8192)\n");
return 1;
}
if (orientation != "horizontal" && orientation != "vertical") {
std::fprintf(stderr,
"gen-texture-metal: orientation must be horizontal|vertical\n");
return 1;
}
auto parseHex = [](std::string hex,
uint8_t& r, uint8_t& g, uint8_t& b) -> bool {
std::transform(hex.begin(), hex.end(), hex.begin(),
[](unsigned char c) { return std::tolower(c); });
if (!hex.empty() && hex[0] == '#') hex.erase(0, 1);
auto fromHexC = [](char c) -> int {
if (c >= '0' && c <= '9') return c - '0';
if (c >= 'a' && c <= 'f') return 10 + c - 'a';
return -1;
};
int v[6];
if (hex.size() == 6) {
for (int k = 0; k < 6; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[1]);
g = static_cast<uint8_t>((v[2] << 4) | v[3]);
b = static_cast<uint8_t>((v[4] << 4) | v[5]);
return true;
}
if (hex.size() == 3) {
for (int k = 0; k < 3; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[0]);
g = static_cast<uint8_t>((v[1] << 4) | v[1]);
b = static_cast<uint8_t>((v[2] << 4) | v[2]);
return true;
}
return false;
};
uint8_t mr, mg, mb;
if (!parseHex(baseHex, mr, mg, mb)) {
std::fprintf(stderr,
"gen-texture-metal: '%s' is not a valid hex color\n",
baseHex.c_str());
return 1;
}
uint32_t state = seed ? seed : 1u;
auto next01 = [&state]() -> float {
state = state * 1664525u + 1013904223u;
return (state >> 8) * (1.0f / 16777216.0f);
};
// Step 1: per-pixel white noise.
std::vector<float> noise(static_cast<size_t>(W) * H);
for (auto& v : noise) v = next01();
// Step 2: directional blur. For horizontal orientation,
// blur strongly in X (long brush strokes) and lightly
// in Y (thin variation across strokes). Vertical
// orientation flips X and Y.
std::vector<float> blurred(noise.size(), 0.0f);
int rxLong = (orientation == "horizontal") ? 24 : 2;
int ryLong = (orientation == "horizontal") ? 2 : 24;
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
float sum = 0.0f;
int n = 0;
for (int dy = -ryLong; dy <= ryLong; ++dy) {
int py = y + dy;
if (py < 0 || py >= H) continue;
for (int dx = -rxLong; dx <= rxLong; ++dx) {
int px = x + dx;
if (px < 0 || px >= W) continue;
sum += noise[static_cast<size_t>(py) * W + px];
n++;
}
}
blurred[static_cast<size_t>(y) * W + x] = sum / n;
}
}
// Step 3: stretch contrast back out so the streaks
// are visible (blurring narrows the range).
float minV = 1.0f, maxV = 0.0f;
for (float v : blurred) { minV = std::min(minV, v); maxV = std::max(maxV, v); }
float range = std::max(maxV - minV, 1e-6f);
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
float t = (blurred[static_cast<size_t>(y) * W + x] - minV) / range;
// Map noise to a multiplicative shade in [0.7, 1.1]
// so the metal looks polished but not flat.
float shade = 0.7f + t * 0.4f;
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = static_cast<uint8_t>(
std::clamp(mr * shade, 0.0f, 255.0f));
pixels[i2 + 1] = static_cast<uint8_t>(
std::clamp(mg * shade, 0.0f, 255.0f));
pixels[i2 + 2] = static_cast<uint8_t>(
std::clamp(mb * shade, 0.0f, 255.0f));
}
}
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-metal: 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(" base color : %s\n", baseHex.c_str());
std::printf(" orientation : %s\n", orientation.c_str());
std::printf(" seed : %u\n", seed);
return 0;
} else if (std::strcmp(argv[i], "--gen-texture-leather") == 0 && i + 2 < argc) {
// Leather grain pattern. Cellular Worley noise where
// each "pebble" cell darkens at its boundaries with
// its neighbors — the look of fine-grain leather.
// Each cell also gets per-cell tint variation so the
// surface doesn't read as uniform.
std::string outPath = argv[++i];
std::string baseHex = argv[++i];
uint32_t seed = 1;
int grainSize = 4; // average pebble cell size in px
int W = 256, H = 256;
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { seed = static_cast<uint32_t>(std::stoul(argv[++i])); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { grainSize = std::stoi(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 ||
grainSize < 2 || grainSize > 64) {
std::fprintf(stderr,
"gen-texture-leather: invalid dims (W/H 1..8192, grainSize 2..64)\n");
return 1;
}
auto parseHex = [](std::string hex,
uint8_t& r, uint8_t& g, uint8_t& b) -> bool {
std::transform(hex.begin(), hex.end(), hex.begin(),
[](unsigned char c) { return std::tolower(c); });
if (!hex.empty() && hex[0] == '#') hex.erase(0, 1);
auto fromHexC = [](char c) -> int {
if (c >= '0' && c <= '9') return c - '0';
if (c >= 'a' && c <= 'f') return 10 + c - 'a';
return -1;
};
int v[6];
if (hex.size() == 6) {
for (int k = 0; k < 6; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[1]);
g = static_cast<uint8_t>((v[2] << 4) | v[3]);
b = static_cast<uint8_t>((v[4] << 4) | v[5]);
return true;
}
if (hex.size() == 3) {
for (int k = 0; k < 3; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[0]);
g = static_cast<uint8_t>((v[1] << 4) | v[1]);
b = static_cast<uint8_t>((v[2] << 4) | v[2]);
return true;
}
return false;
};
uint8_t lr, lg, lb;
if (!parseHex(baseHex, lr, lg, lb)) {
std::fprintf(stderr,
"gen-texture-leather: '%s' is not a valid hex color\n",
baseHex.c_str());
return 1;
}
// Per-cell hash (same idea as cobble, but smaller cells).
auto hash01 = [seed](int cx, int cy, int comp) -> float {
uint32_t h = static_cast<uint32_t>(cx) * 374761393u +
static_cast<uint32_t>(cy) * 668265263u +
seed * 2147483647u +
static_cast<uint32_t>(comp) * 16777619u;
h = (h ^ (h >> 13)) * 1274126177u;
h = h ^ (h >> 16);
return (h >> 8) * (1.0f / 16777216.0f);
};
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
for (int y = 0; y < H; ++y) {
int cy0 = y / grainSize;
for (int x = 0; x < W; ++x) {
int cx0 = x / grainSize;
float bestD = 1e9f, second = 1e9f;
int bestCx = 0, bestCy = 0;
for (int dy = -1; dy <= 1; ++dy) {
for (int dx = -1; dx <= 1; ++dx) {
int cx = cx0 + dx;
int cy = cy0 + dy;
float jx = (hash01(cx, cy, 0) - 0.5f) * 0.6f;
float jy = (hash01(cx, cy, 1) - 0.5f) * 0.6f;
float ccx = (cx + 0.5f + jx) * grainSize;
float ccy = (cy + 0.5f + jy) * grainSize;
float dxp = x - ccx, dyp = y - ccy;
float d = std::sqrt(dxp * dxp + dyp * dyp);
if (d < bestD) {
second = bestD;
bestD = d;
bestCx = cx;
bestCy = cy;
} else if (d < second) {
second = d;
}
}
}
// Boundary darkness: closer to the cell border
// = darker. Scaled by grainSize for resolution
// independence.
float boundary = (second - bestD) / grainSize;
float boundaryShade = std::clamp(boundary * 1.5f, 0.4f, 1.0f);
// Per-cell tint: ±15% lightness.
float tint = 0.85f + 0.30f * hash01(bestCx, bestCy, 2);
float shade = boundaryShade * tint;
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = static_cast<uint8_t>(
std::clamp(lr * shade, 0.0f, 255.0f));
pixels[i2 + 1] = static_cast<uint8_t>(
std::clamp(lg * shade, 0.0f, 255.0f));
pixels[i2 + 2] = static_cast<uint8_t>(
std::clamp(lb * shade, 0.0f, 255.0f));
}
}
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-leather: 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(" base color : %s\n", baseHex.c_str());
std::printf(" grain size : %d px\n", grainSize);
std::printf(" seed : %u\n", seed);
return 0;
} else if (std::strcmp(argv[i], "--gen-texture-sand") == 0 && i + 2 < argc) {
// Sand dunes pattern: per-pixel salt-and-pepper grain
// jitter (the individual grains of sand) overlaid with
// wide sinusoidal ripple bands (the wind-formed dune
// ridges). Result reads as windswept beach or desert.
std::string outPath = argv[++i];
std::string baseHex = argv[++i];
uint32_t seed = 1;
int rippleSpacing = 24;
int W = 256, H = 256;
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { seed = static_cast<uint32_t>(std::stoul(argv[++i])); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { rippleSpacing = std::stoi(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 ||
rippleSpacing < 4 || rippleSpacing > 512) {
std::fprintf(stderr,
"gen-texture-sand: invalid dims (W/H 1..8192, rippleSpacing 4..512)\n");
return 1;
}
auto parseHex = [](std::string hex,
uint8_t& r, uint8_t& g, uint8_t& b) -> bool {
std::transform(hex.begin(), hex.end(), hex.begin(),
[](unsigned char c) { return std::tolower(c); });
if (!hex.empty() && hex[0] == '#') hex.erase(0, 1);
auto fromHexC = [](char c) -> int {
if (c >= '0' && c <= '9') return c - '0';
if (c >= 'a' && c <= 'f') return 10 + c - 'a';
return -1;
};
int v[6];
if (hex.size() == 6) {
for (int k = 0; k < 6; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[1]);
g = static_cast<uint8_t>((v[2] << 4) | v[3]);
b = static_cast<uint8_t>((v[4] << 4) | v[5]);
return true;
}
if (hex.size() == 3) {
for (int k = 0; k < 3; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[0]);
g = static_cast<uint8_t>((v[1] << 4) | v[1]);
b = static_cast<uint8_t>((v[2] << 4) | v[2]);
return true;
}
return false;
};
uint8_t br, bg, bb_;
if (!parseHex(baseHex, br, bg, bb_)) {
std::fprintf(stderr,
"gen-texture-sand: '%s' is not a valid hex color\n",
baseHex.c_str());
return 1;
}
uint32_t state = seed ? seed : 1u;
auto next01 = [&state]() -> float {
state = state * 1664525u + 1013904223u;
return (state >> 8) * (1.0f / 16777216.0f);
};
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
const float pi = 3.14159265358979f;
float seedF = static_cast<float>(seed);
// Pre-compute one ripple offset per row so dunes flow
// smoothly along Y rather than being identical at each row.
std::vector<float> rowPhase(H, 0.0f);
for (int y = 0; y < H; ++y) {
rowPhase[y] = std::sin(y * 0.05f + seedF) * rippleSpacing * 0.5f;
}
for (int y = 0; y < H; ++y) {
float phaseY = rowPhase[y];
for (int x = 0; x < W; ++x) {
// Ripple shade: sine band aligned to (x + phaseY).
float ripple = std::sin((x + phaseY) * 2.0f * pi /
rippleSpacing);
float rippleShade = 1.0f + 0.10f * ripple;
// Per-pixel grain noise: ±5% jitter.
float grain = (next01() - 0.5f) * 0.10f;
float shade = rippleShade + grain;
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = static_cast<uint8_t>(
std::clamp(br * shade, 0.0f, 255.0f));
pixels[i2 + 1] = static_cast<uint8_t>(
std::clamp(bg * shade, 0.0f, 255.0f));
pixels[i2 + 2] = static_cast<uint8_t>(
std::clamp(bb_ * shade, 0.0f, 255.0f));
}
}
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-sand: 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(" base color : %s\n", baseHex.c_str());
std::printf(" ripple spacing : %d px\n", rippleSpacing);
std::printf(" seed : %u\n", seed);
return 0;
} else if (std::strcmp(argv[i], "--gen-texture-snow") == 0 && i + 2 < argc) {
// Snow texture: cool-white base with very subtle blueish
// tint variation (the soft uneven luminance of fresh
// powder), plus scattered single-pixel "sparkles" at
// bright white where ice crystals catch light.
std::string outPath = argv[++i];
std::string baseHex = argv[++i];
uint32_t seed = 1;
float density = 0.005f; // fraction of pixels that sparkle
int W = 256, H = 256;
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { seed = static_cast<uint32_t>(std::stoul(argv[++i])); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { density = 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 ||
density < 0.0f || density > 0.5f) {
std::fprintf(stderr,
"gen-texture-snow: invalid dims (W/H 1..8192, density 0..0.5)\n");
return 1;
}
auto parseHex = [](std::string hex,
uint8_t& r, uint8_t& g, uint8_t& b) -> bool {
std::transform(hex.begin(), hex.end(), hex.begin(),
[](unsigned char c) { return std::tolower(c); });
if (!hex.empty() && hex[0] == '#') hex.erase(0, 1);
auto fromHexC = [](char c) -> int {
if (c >= '0' && c <= '9') return c - '0';
if (c >= 'a' && c <= 'f') return 10 + c - 'a';
return -1;
};
int v[6];
if (hex.size() == 6) {
for (int k = 0; k < 6; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[1]);
g = static_cast<uint8_t>((v[2] << 4) | v[3]);
b = static_cast<uint8_t>((v[4] << 4) | v[5]);
return true;
}
if (hex.size() == 3) {
for (int k = 0; k < 3; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[0]);
g = static_cast<uint8_t>((v[1] << 4) | v[1]);
b = static_cast<uint8_t>((v[2] << 4) | v[2]);
return true;
}
return false;
};
uint8_t br, bg, bb_;
if (!parseHex(baseHex, br, bg, bb_)) {
std::fprintf(stderr,
"gen-texture-snow: '%s' is not a valid hex color\n",
baseHex.c_str());
return 1;
}
uint32_t state = seed ? seed : 1u;
auto next01 = [&state]() -> float {
state = state * 1664525u + 1013904223u;
return (state >> 8) * (1.0f / 16777216.0f);
};
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
// Soft luminance variation via low-frequency cosine
// sums — gives the surface a gently uneven powdery
// look rather than a flat field.
float seedF = static_cast<float>(seed);
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
float wave = std::cos(x * 0.03f + seedF) *
std::cos(y * 0.04f + seedF * 0.7f);
float jitter = (next01() - 0.5f) * 0.04f;
float shade = 1.0f + 0.05f * wave + jitter;
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = static_cast<uint8_t>(
std::clamp(br * shade, 0.0f, 255.0f));
pixels[i2 + 1] = static_cast<uint8_t>(
std::clamp(bg * shade, 0.0f, 255.0f));
pixels[i2 + 2] = static_cast<uint8_t>(
std::clamp(bb_ * shade, 0.0f, 255.0f));
}
}
// Sparkle pass: scatter bright single-pixel highlights.
int sparkles = static_cast<int>(W * H * density);
for (int s = 0; s < sparkles; ++s) {
int sx = static_cast<int>(next01() * W);
int sy = static_cast<int>(next01() * H);
size_t i2 = (static_cast<size_t>(sy) * W + sx) * 3;
pixels[i2 + 0] = 255;
pixels[i2 + 1] = 255;
pixels[i2 + 2] = 255;
}
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-snow: 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(" base color : %s\n", baseHex.c_str());
std::printf(" density : %.4f (%d sparkles)\n",
density, sparkles);
std::printf(" seed : %u\n", seed);
return 0;
} else if (std::strcmp(argv[i], "--gen-texture-lava") == 0 && i + 3 < argc) {
// Lava texture: dark cooled-crust base with bright
// glowing cracks tracing Worley cell boundaries — the
// canonical "broken obsidian shell over magma" look.
// Same cellular noise structure as gen-texture-cobble
// but the boundary regions glow hot instead of darken.
std::string outPath = argv[++i];
std::string darkHex = argv[++i];
std::string hotHex = argv[++i];
uint32_t seed = 1;
int crackScale = 32; // average cell size in px
int W = 256, H = 256;
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { seed = static_cast<uint32_t>(std::stoul(argv[++i])); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { crackScale = std::stoi(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 ||
crackScale < 8 || crackScale > 512) {
std::fprintf(stderr,
"gen-texture-lava: invalid dims (W/H 1..8192, crackScale 8..512)\n");
return 1;
}
auto parseHex = [](std::string hex,
uint8_t& r, uint8_t& g, uint8_t& b) -> bool {
std::transform(hex.begin(), hex.end(), hex.begin(),
[](unsigned char c) { return std::tolower(c); });
if (!hex.empty() && hex[0] == '#') hex.erase(0, 1);
auto fromHexC = [](char c) -> int {
if (c >= '0' && c <= '9') return c - '0';
if (c >= 'a' && c <= 'f') return 10 + c - 'a';
return -1;
};
int v[6];
if (hex.size() == 6) {
for (int k = 0; k < 6; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[1]);
g = static_cast<uint8_t>((v[2] << 4) | v[3]);
b = static_cast<uint8_t>((v[4] << 4) | v[5]);
return true;
}
if (hex.size() == 3) {
for (int k = 0; k < 3; ++k) {
v[k] = fromHexC(hex[k]);
if (v[k] < 0) return false;
}
r = static_cast<uint8_t>((v[0] << 4) | v[0]);
g = static_cast<uint8_t>((v[1] << 4) | v[1]);
b = static_cast<uint8_t>((v[2] << 4) | v[2]);
return true;
}
return false;
};
uint8_t dr, dg, db, hr, hg, hb;
if (!parseHex(darkHex, dr, dg, db)) {
std::fprintf(stderr,
"gen-texture-lava: '%s' is not a valid hex color\n",
darkHex.c_str());
return 1;
}
if (!parseHex(hotHex, hr, hg, hb)) {
std::fprintf(stderr,
"gen-texture-lava: '%s' is not a valid hex color\n",
hotHex.c_str());
return 1;
}
auto hash01 = [seed](int cx, int cy, int comp) -> float {
uint32_t h = static_cast<uint32_t>(cx) * 374761393u +
static_cast<uint32_t>(cy) * 668265263u +
seed * 2147483647u +
static_cast<uint32_t>(comp) * 16777619u;
h = (h ^ (h >> 13)) * 1274126177u;
h = h ^ (h >> 16);
return (h >> 8) * (1.0f / 16777216.0f);
};
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
for (int y = 0; y < H; ++y) {
int cy0 = y / crackScale;
for (int x = 0; x < W; ++x) {
int cx0 = x / crackScale;
float bestD = 1e9f, second = 1e9f;
for (int dy = -1; dy <= 1; ++dy) {
for (int dx = -1; dx <= 1; ++dx) {
int cx = cx0 + dx;
int cy = cy0 + dy;
float jx = (hash01(cx, cy, 0) - 0.5f) * 0.7f;
float jy = (hash01(cx, cy, 1) - 0.5f) * 0.7f;
float ccx = (cx + 0.5f + jx) * crackScale;
float ccy = (cy + 0.5f + jy) * crackScale;
float dxp = x - ccx, dyp = y - ccy;
float d = std::sqrt(dxp * dxp + dyp * dyp);
if (d < bestD) { second = bestD; bestD = d; }
else if (d < second) { second = d; }
}
}
// Boundary intensity: thin glow band where the
// distance to the second-closest center is
// close to the distance to the closest. Glow
// strength falls off as we move away from the
// crack into the cell interior.
float boundary = (second - bestD) / crackScale;
float crackWidth = 0.08f;
float glow = 0.0f;
if (boundary < crackWidth) {
// Inside the crack — bright hot color.
glow = 1.0f - boundary / crackWidth;
} else if (boundary < crackWidth * 4.0f) {
// Penumbra: soft glow falling off into crust.
glow = 0.3f * (1.0f - (boundary - crackWidth) /
(crackWidth * 3.0f));
}
glow = std::clamp(glow, 0.0f, 1.0f);
uint8_t r = static_cast<uint8_t>(dr * (1 - glow) + hr * glow);
uint8_t g = static_cast<uint8_t>(dg * (1 - glow) + hg * glow);
uint8_t b = static_cast<uint8_t>(db * (1 - glow) + hb * glow);
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
pixels[i2 + 0] = r;
pixels[i2 + 1] = g;
pixels[i2 + 2] = b;
}
}
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-lava: 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(" dark/hot : %s / %s\n",
darkHex.c_str(), hotHex.c_str());
std::printf(" crack scale : %d px\n", crackScale);
std::printf(" seed : %u\n", seed);
return 0;
} else if (std::strcmp(argv[i], "--gen-mesh") == 0 && i + 2 < argc) {
// Synthesize a procedural primitive WOM. Generates proper
// per-face normals, planar UVs, a bounding box, and a