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feat(editor): add --gen-texture-rust-streaks vertical-drip pattern
64th procedural texture: vertical rust drips on a metal base. Each streak is a hash-derived (x position, width 1..4 px, top y, length H/3..H) band that fades from full rust at the top to bg at the bottom — the "streak" effect of years of rain washing rust down from rivets and seams. Distinct from --gen-texture-rust (generic surface noise) — this is the directional-drip variant for: • weathered metal walls (especially under high windows) • sewer-grate backings under standing puddles • ship-hull stains below scupper ports • abandoned-machinery panels under leaking pipes Deterministic from seed: re-running with same args produces the byte-identical image. Default 40 streaks at 256x256 gives a reasonable "lightly aged" intensity; bump streakCount for heavier corrosion.
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3 changed files with 93 additions and 1 deletions
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@ -3546,6 +3546,95 @@ int handleKnit(int& i, int argc, char** argv) {
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return 0;
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}
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int handleRustStreaks(int& i, int argc, char** argv) {
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// Vertical rust drips on a metal base. Each streak is a
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// vertical band of varying width (hash-derived) starting at a
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// hash-jittered top position and fading toward bgHex over its
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// length. Distinct from --gen-texture-rust (generic rough
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// surface noise) — this is the "drip-line" variant for
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// weathered metal walls, sewer-grate backings, ship-hull
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// stains, abandoned-machinery details.
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std::string outPath = argv[++i];
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std::string bgHex = argv[++i];
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std::string rustHex = argv[++i];
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int streakCount = 40;
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uint32_t seed = 1;
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int W = 256, H = 256;
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parseOptInt(i, argc, argv, streakCount);
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parseOptUint(i, argc, argv, seed);
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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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streakCount < 1 || streakCount > 4096) {
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std::fprintf(stderr,
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"gen-texture-rust-streaks: invalid dims (W/H 1..8192, "
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"streakCount 1..4096)\n");
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return 1;
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}
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uint8_t br_, bg_, bb_, rr_, rg_, rb_;
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if (!parseHexOrError(bgHex, br_, bg_, bb_,
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"gen-texture-rust-streaks")) return 1;
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if (!parseHexOrError(rustHex, rr_, rg_, rb_,
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"gen-texture-rust-streaks")) return 1;
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auto hash32 = [](uint32_t x) -> uint32_t {
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x ^= x >> 16; x *= 0x7feb352d;
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x ^= x >> 15; x *= 0x846ca68b;
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x ^= x >> 16; return x;
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};
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// Pre-compute streak parameters: x position, width, top y,
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// length. All hash-derived from streak index + seed so the
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// result is deterministic for a given seed.
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struct Streak {
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int x;
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int width;
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int top;
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int length;
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};
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std::vector<Streak> streaks(streakCount);
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for (int k = 0; k < streakCount; ++k) {
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uint32_t h = hash32(static_cast<uint32_t>(k) + seed);
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streaks[k].x = static_cast<int>(h % W);
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streaks[k].width = 1 + static_cast<int>((h >> 8) % 4); // 1..4
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streaks[k].top = static_cast<int>((h >> 12) % H);
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streaks[k].length = static_cast<int>(H / 3 + (h >> 16) % (2 * H / 3));
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}
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// Init pixels to bg.
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std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
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for (int y = 0; y < H; ++y) {
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for (int x = 0; x < W; ++x) {
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setPixelRGB(pixels, W, x, y, br_, bg_, bb_);
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}
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}
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// Paint each streak.
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for (const auto& s : streaks) {
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for (int dy = 0; dy < s.length; ++dy) {
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int y = s.top + dy;
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if (y < 0 || y >= H) continue;
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// Fade: full strength at top, zero at bottom.
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float frac = 1.0f - static_cast<float>(dy) / s.length;
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for (int dx = -s.width / 2; dx <= s.width / 2; ++dx) {
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int x = s.x + dx;
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if (x < 0 || x >= W) continue;
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std::size_t idx =
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(static_cast<std::size_t>(y) * W + x) * 3;
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pixels[idx + 0] = static_cast<uint8_t>(
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pixels[idx + 0] + (rr_ - pixels[idx + 0]) * frac);
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pixels[idx + 1] = static_cast<uint8_t>(
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pixels[idx + 1] + (rg_ - pixels[idx + 1]) * frac);
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pixels[idx + 2] = static_cast<uint8_t>(
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pixels[idx + 2] + (rb_ - pixels[idx + 2]) * frac);
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}
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}
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}
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if (!savePngOrError(outPath, W, H, pixels,
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"gen-texture-rust-streaks")) return 1;
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std::printf("Wrote %s\n", outPath.c_str());
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std::printf(" size : %dx%d\n", W, H);
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std::printf(" bg/rust : %s / %s\n", bgHex.c_str(), rustHex.c_str());
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std::printf(" streaks : %d (seed %u)\n", streakCount, seed);
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return 0;
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}
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int handleBlueprint(int& i, int argc, char** argv) {
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// Blueprint / engineer's grid: minor grid lines at every
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// `minorStride` pixels with a thicker major line every
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@ -4740,6 +4829,7 @@ constexpr TextureEntry kTextureTable[] = {
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{"--gen-texture-mesh-screen", 3, handleMeshScreen},
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{"--gen-texture-bamboo", 3, handleBamboo},
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{"--gen-texture-blueprint", 3, handleBlueprint},
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{"--gen-texture-rust-streaks", 3, handleRustStreaks},
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};
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} // namespace
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