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feat(editor): add --gen-texture-lightbeam vertical-ray gradient
74th procedural texture: vertical light-beam / sun-ray
gradient. Each pixel's brightness is the product of two
fade factors:
• vertical: 1.0 at the bright end, vFadeFrac at the dim
end (direction flag selects bright-top 'd' or bright-
bottom 'u')
• radial: 1.0 inside the bright core (within beamHalfW of
centerline), then linearly to 0.0 at the texture edge
Two-color blend from bgHex to beamHex by combined brightness.
Useful for dust-mote sunbeams through cathedral windows,
holy radiance auras, crystal glow halos, lighthouse beams,
projector / stage-light columns, ritual-summoning effects.
First procedural texture with a directional flag (u / d) —
flexible orientation for ceiling-down vs floor-up beams.
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3 changed files with 78 additions and 1 deletions
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@ -109,7 +109,7 @@ const char* const kArgRequired[] = {
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"--gen-texture-houndstooth", "--gen-texture-chevron",
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"--gen-texture-dunes", "--gen-texture-swirl",
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"--gen-texture-ironbark", "--gen-texture-mold",
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"--gen-texture-embroidery",
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"--gen-texture-embroidery", "--gen-texture-lightbeam",
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"--validate-glb", "--info-glb", "--info-glb-tree", "--info-glb-bytes",
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"--validate-jsondbc", "--check-glb-bounds", "--validate-stl",
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"--validate-png", "--validate-blp",
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@ -3500,6 +3500,80 @@ int handleKnit(int& i, int argc, char** argv) {
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return 0;
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}
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int handleLightbeam(int& i, int argc, char** argv) {
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// Vertical light-beam / sun-ray gradient. Brightness fades
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// both horizontally (away from the center column) and
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// vertically (top-down or bottom-up depending on direction
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// flag). Useful for dust-mote sunbeams, holy radiance,
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// crystal glow, lighthouse columns, projector / stage
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// light effects.
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std::string outPath = argv[++i];
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std::string bgHex = argv[++i];
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std::string beamHex = argv[++i];
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int beamHalfW = 32; // half-width of bright core in pixels
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float vFadeFrac = 0.6f; // brightness retained at far end
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char dir = 'd'; // 'd' = brightest at top, fades down
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int W = 256, H = 256;
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parseOptInt(i, argc, argv, beamHalfW);
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parseOptFloat(i, argc, argv, vFadeFrac);
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if (i + 1 < argc && argv[i + 1][0] != '-') {
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const char* a = argv[++i];
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if (a[0] == 'u' || a[0] == 'U') dir = 'u';
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else if (a[0] == 'd' || a[0] == 'D') dir = 'd';
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}
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parseOptInt(i, argc, argv, W);
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parseOptInt(i, argc, argv, H);
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if (W < 1 || H < 1 || W > 8192 || H > 8192 ||
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beamHalfW < 1 || beamHalfW > W ||
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vFadeFrac < 0.0f || vFadeFrac > 1.0f) {
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std::fprintf(stderr,
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"gen-texture-lightbeam: invalid dims (W/H 1..8192, "
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"beamHalfW 1..W, vFadeFrac 0..1)\n");
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return 1;
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}
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uint8_t br_, bg_, bb_, lr, lg, lb_;
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if (!parseHexOrError(bgHex, br_, bg_, bb_,
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"gen-texture-lightbeam")) return 1;
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if (!parseHexOrError(beamHex, lr, lg, lb_,
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"gen-texture-lightbeam")) return 1;
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std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
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const float halfW = W * 0.5f;
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const float maxRadial = static_cast<float>(W) * 0.5f;
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for (int y = 0; y < H; ++y) {
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// Vertical fade: 1.0 at the bright end, vFadeFrac at the
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// dim end. dir 'd' brightens at top (small y).
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float yT = static_cast<float>(y) / (H - 1);
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if (dir == 'd') yT = 1.0f - yT * (1.0f - vFadeFrac);
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else yT = vFadeFrac + yT * (1.0f - vFadeFrac);
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for (int x = 0; x < W; ++x) {
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float dx = std::abs(x - halfW);
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// Radial fade: brightness drops from 1.0 in the core to
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// 0 at maxRadial. Outside the bright core, exponential
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// falloff continues to 0.
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float radialT;
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if (dx < beamHalfW) {
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radialT = 1.0f;
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} else {
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float t = (dx - beamHalfW) / (maxRadial - beamHalfW);
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radialT = std::max(0.0f, 1.0f - t);
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}
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float br = yT * radialT;
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uint8_t r = static_cast<uint8_t>(br_ + br * (lr - br_));
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uint8_t g = static_cast<uint8_t>(bg_ + br * (lg - bg_));
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uint8_t b = static_cast<uint8_t>(bb_ + br * (lb_ - bb_));
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setPixelRGB(pixels, W, x, y, r, g, b);
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}
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}
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if (!savePngOrError(outPath, W, H, pixels,
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"gen-texture-lightbeam")) return 1;
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printPngWrote(outPath, W, H);
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std::printf(" bg/beam : %s / %s\n", bgHex.c_str(), beamHex.c_str());
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std::printf(" beam : halfW=%d, vFade=%.2f, dir=%s\n",
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beamHalfW, vFadeFrac,
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dir == 'd' ? "down (bright top)" : "up (bright bottom)");
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return 0;
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}
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int handleEmbroidery(int& i, int argc, char** argv) {
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// Cross-stitch embroidery: a grid of X-shape stitches. Each
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// cell holds an X formed by two diagonal strokes from cell
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@ -5379,6 +5453,7 @@ constexpr TextureEntry kTextureTable[] = {
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{"--gen-texture-ironbark", 3, handleIronbark},
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{"--gen-texture-mold", 3, handleMold},
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{"--gen-texture-embroidery", 3, handleEmbroidery},
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{"--gen-texture-lightbeam", 3, handleLightbeam},
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};
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} // namespace
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@ -181,6 +181,8 @@ void printUsage(const char* argv0) {
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std::printf(" Mold: Worley-noise field patches (cellars / dungeon walls / sewer overflow / fungal growth)\n");
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std::printf(" --gen-texture-embroidery <out.png> <bgHex> <threadHex> [cellSize] [strokeW] [W H]\n");
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std::printf(" Embroidery: grid of cross-stitch X marks (counted-thread textile / sampler / folk-art trim)\n");
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std::printf(" --gen-texture-lightbeam <out.png> <bgHex> <beamHex> [beamHalfW] [vFadeFrac] [u|d] [W H]\n");
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std::printf(" Lightbeam: vertical sun-ray gradient fading horizontally + vertically (sunbeam / holy radiance)\n");
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std::printf(" --add-texture-to-zone <zoneDir> <png-path> [renameTo]\n");
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std::printf(" Copy an existing PNG into <zoneDir> (optionally renaming it on the way in)\n");
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std::printf(" --gen-mesh <wom-base> <cube|plane|sphere|cylinder|torus|cone|ramp> [size]\n");
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