diff --git a/CMakeLists.txt b/CMakeLists.txt index c160d765..d4ff2ede 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -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 diff --git a/tools/editor/cli_gen_texture.cpp b/tools/editor/cli_gen_texture.cpp new file mode 100644 index 00000000..8805b60a --- /dev/null +++ b/tools/editor/cli_gen_texture.cpp @@ -0,0 +1,813 @@ +#include "cli_gen_texture.hpp" + +#include +#include +#include +#include +#include +#include +#include + +// 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((v[0] << 4) | v[1]); + g = static_cast((v[2] << 4) | v[3]); + b = static_cast((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((v[0] << 4) | v[0]); + g = static_cast((v[1] << 4) | v[1]); + b = static_cast((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(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(cx) * 374761393u + + static_cast(cy) * 668265263u + + seed * 2147483647u + + static_cast(comp) * 16777619u; + h = (h ^ (h >> 13)) * 1274126177u; + h = h ^ (h >> 16); + return (h >> 8) * (1.0f / 16777216.0f); + }; + std::vector pixels(static_cast(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(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(y) * W + x) * 3; + pixels[i2 + 0] = static_cast( + std::clamp(sr * shade, 0.0f, 255.0f)); + pixels[i2 + 1] = static_cast( + std::clamp(sg * shade, 0.0f, 255.0f)); + pixels[i2 + 2] = static_cast( + 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(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(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 pixels(static_cast(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(x), + static_cast(y)); + float v = std::sin((x + warp * 80.0f) * 0.07f); + float vein = std::pow(std::abs(v), sharpness); + uint8_t r = static_cast(br * (1 - vein) + vr * vein); + uint8_t g = static_cast(bg * (1 - vein) + vg * vein); + uint8_t b = static_cast(bb_ * (1 - vein) + vb * vein); + size_t i2 = (static_cast(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(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 noise(static_cast(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 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(py) * W + px]; + n++; + } + } + blurred[static_cast(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 pixels(static_cast(W) * H * 3, 0); + for (int y = 0; y < H; ++y) { + for (int x = 0; x < W; ++x) { + float t = (blurred[static_cast(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(y) * W + x) * 3; + pixels[i2 + 0] = static_cast( + std::clamp(mr * shade, 0.0f, 255.0f)); + pixels[i2 + 1] = static_cast( + std::clamp(mg * shade, 0.0f, 255.0f)); + pixels[i2 + 2] = static_cast( + 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(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(cx) * 374761393u + + static_cast(cy) * 668265263u + + seed * 2147483647u + + static_cast(comp) * 16777619u; + h = (h ^ (h >> 13)) * 1274126177u; + h = h ^ (h >> 16); + return (h >> 8) * (1.0f / 16777216.0f); + }; + std::vector pixels(static_cast(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(y) * W + x) * 3; + pixels[i2 + 0] = static_cast( + std::clamp(lr * shade, 0.0f, 255.0f)); + pixels[i2 + 1] = static_cast( + std::clamp(lg * shade, 0.0f, 255.0f)); + pixels[i2 + 2] = static_cast( + 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(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 pixels(static_cast(W) * H * 3, 0); + const float pi = 3.14159265358979f; + float seedF = static_cast(seed); + // Pre-compute one ripple offset per row so dunes flow + // smoothly along Y rather than being identical at each row. + std::vector 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(y) * W + x) * 3; + pixels[i2 + 0] = static_cast( + std::clamp(br * shade, 0.0f, 255.0f)); + pixels[i2 + 1] = static_cast( + std::clamp(bg * shade, 0.0f, 255.0f)); + pixels[i2 + 2] = static_cast( + 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(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 pixels(static_cast(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(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(y) * W + x) * 3; + pixels[i2 + 0] = static_cast( + std::clamp(br * shade, 0.0f, 255.0f)); + pixels[i2 + 1] = static_cast( + std::clamp(bg * shade, 0.0f, 255.0f)); + pixels[i2 + 2] = static_cast( + std::clamp(bb_ * shade, 0.0f, 255.0f)); + } + } + // Sparkle pass: scatter bright single-pixel highlights. + int sparkles = static_cast(W * H * density); + for (int s = 0; s < sparkles; ++s) { + int sx = static_cast(next01() * W); + int sy = static_cast(next01() * H); + size_t i2 = (static_cast(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(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(cx) * 374761393u + + static_cast(cy) * 668265263u + + seed * 2147483647u + + static_cast(comp) * 16777619u; + h = (h ^ (h >> 13)) * 1274126177u; + h = h ^ (h >> 16); + return (h >> 8) * (1.0f / 16777216.0f); + }; + std::vector pixels(static_cast(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(dr * (1 - glow) + hr * glow); + uint8_t g = static_cast(dg * (1 - glow) + hg * glow); + uint8_t b = static_cast(db * (1 - glow) + hb * glow); + size_t i2 = (static_cast(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 diff --git a/tools/editor/cli_gen_texture.hpp b/tools/editor/cli_gen_texture.hpp new file mode 100644 index 00000000..2cfdb6ce --- /dev/null +++ b/tools/editor/cli_gen_texture.hpp @@ -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 diff --git a/tools/editor/main.cpp b/tools/editor/main.cpp index ea16d4c2..ffc85c63 100644 --- a/tools/editor/main.cpp +++ b/tools/editor/main.cpp @@ -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(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((v[0] << 4) | v[1]); - g = static_cast((v[2] << 4) | v[3]); - b = static_cast((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((v[0] << 4) | v[0]); - g = static_cast((v[1] << 4) | v[1]); - b = static_cast((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(cx) * 374761393u + - static_cast(cy) * 668265263u + - seed * 2147483647u + - static_cast(comp) * 16777619u; - h = (h ^ (h >> 13)) * 1274126177u; - h = h ^ (h >> 16); - return (h >> 8) * (1.0f / 16777216.0f); - }; - std::vector pixels(static_cast(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(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(y) * W + x) * 3; - pixels[i2 + 0] = static_cast( - std::clamp(sr * shade, 0.0f, 255.0f)); - pixels[i2 + 1] = static_cast( - std::clamp(sg * shade, 0.0f, 255.0f)); - pixels[i2 + 2] = static_cast( - 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(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((v[0] << 4) | v[1]); - g = static_cast((v[2] << 4) | v[3]); - b = static_cast((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((v[0] << 4) | v[0]); - g = static_cast((v[1] << 4) | v[1]); - b = static_cast((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(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 pixels(static_cast(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(x), - static_cast(y)); - float v = std::sin((x + warp * 80.0f) * 0.07f); - float vein = std::pow(std::abs(v), sharpness); - uint8_t r = static_cast(br * (1 - vein) + vr * vein); - uint8_t g = static_cast(bg * (1 - vein) + vg * vein); - uint8_t b = static_cast(bb_ * (1 - vein) + vb * vein); - size_t i2 = (static_cast(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(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((v[0] << 4) | v[1]); - g = static_cast((v[2] << 4) | v[3]); - b = static_cast((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((v[0] << 4) | v[0]); - g = static_cast((v[1] << 4) | v[1]); - b = static_cast((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 noise(static_cast(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 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(py) * W + px]; - n++; - } - } - blurred[static_cast(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 pixels(static_cast(W) * H * 3, 0); - for (int y = 0; y < H; ++y) { - for (int x = 0; x < W; ++x) { - float t = (blurred[static_cast(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(y) * W + x) * 3; - pixels[i2 + 0] = static_cast( - std::clamp(mr * shade, 0.0f, 255.0f)); - pixels[i2 + 1] = static_cast( - std::clamp(mg * shade, 0.0f, 255.0f)); - pixels[i2 + 2] = static_cast( - 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(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((v[0] << 4) | v[1]); - g = static_cast((v[2] << 4) | v[3]); - b = static_cast((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((v[0] << 4) | v[0]); - g = static_cast((v[1] << 4) | v[1]); - b = static_cast((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(cx) * 374761393u + - static_cast(cy) * 668265263u + - seed * 2147483647u + - static_cast(comp) * 16777619u; - h = (h ^ (h >> 13)) * 1274126177u; - h = h ^ (h >> 16); - return (h >> 8) * (1.0f / 16777216.0f); - }; - std::vector pixels(static_cast(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(y) * W + x) * 3; - pixels[i2 + 0] = static_cast( - std::clamp(lr * shade, 0.0f, 255.0f)); - pixels[i2 + 1] = static_cast( - std::clamp(lg * shade, 0.0f, 255.0f)); - pixels[i2 + 2] = static_cast( - 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(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((v[0] << 4) | v[1]); - g = static_cast((v[2] << 4) | v[3]); - b = static_cast((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((v[0] << 4) | v[0]); - g = static_cast((v[1] << 4) | v[1]); - b = static_cast((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 pixels(static_cast(W) * H * 3, 0); - const float pi = 3.14159265358979f; - float seedF = static_cast(seed); - // Pre-compute one ripple offset per row so dunes flow - // smoothly along Y rather than being identical at each row. - std::vector 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(y) * W + x) * 3; - pixels[i2 + 0] = static_cast( - std::clamp(br * shade, 0.0f, 255.0f)); - pixels[i2 + 1] = static_cast( - std::clamp(bg * shade, 0.0f, 255.0f)); - pixels[i2 + 2] = static_cast( - 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(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((v[0] << 4) | v[1]); - g = static_cast((v[2] << 4) | v[3]); - b = static_cast((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((v[0] << 4) | v[0]); - g = static_cast((v[1] << 4) | v[1]); - b = static_cast((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 pixels(static_cast(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(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(y) * W + x) * 3; - pixels[i2 + 0] = static_cast( - std::clamp(br * shade, 0.0f, 255.0f)); - pixels[i2 + 1] = static_cast( - std::clamp(bg * shade, 0.0f, 255.0f)); - pixels[i2 + 2] = static_cast( - std::clamp(bb_ * shade, 0.0f, 255.0f)); - } - } - // Sparkle pass: scatter bright single-pixel highlights. - int sparkles = static_cast(W * H * density); - for (int s = 0; s < sparkles; ++s) { - int sx = static_cast(next01() * W); - int sy = static_cast(next01() * H); - size_t i2 = (static_cast(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(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((v[0] << 4) | v[1]); - g = static_cast((v[2] << 4) | v[3]); - b = static_cast((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((v[0] << 4) | v[0]); - g = static_cast((v[1] << 4) | v[1]); - b = static_cast((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(cx) * 374761393u + - static_cast(cy) * 668265263u + - seed * 2147483647u + - static_cast(comp) * 16777619u; - h = (h ^ (h >> 13)) * 1274126177u; - h = h ^ (h >> 16); - return (h >> 8) * (1.0f / 16777216.0f); - }; - std::vector pixels(static_cast(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(dr * (1 - glow) + hr * glow); - uint8_t g = static_cast(dg * (1 - glow) + hg * glow); - uint8_t b = static_cast(db * (1 - glow) + hb * glow); - size_t i2 = (static_cast(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