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https://github.com/Kelsidavis/WoWee.git
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feat(editor): add --gen-texture-fabric woven warp/weft pattern
Procedural fabric: alternating warp (vertical) and weft (horizontal) threads on a checkerboard cell grid, with each thread shaded brighter at center and darker at edges so the weave reads as 3D yarn rather than flat checker squares. Defaults: thread=4px, W=H=256. Useful for banners, tapestries, clothing, sails. Brings the procedural texture pattern set to 15.
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1 changed files with 117 additions and 1 deletions
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@ -549,6 +549,8 @@ static void printUsage(const char* argv0) {
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std::printf(" Wood grain pattern with vertical streaks + knots (default spacing 12px, seed 1)\n");
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std::printf(" --gen-texture-grass <out.png> <baseHex> <bladeHex> [density] [seed] [W H]\n");
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std::printf(" Tiling grass texture with random blade highlights (default density=0.15, seed=1)\n");
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std::printf(" --gen-texture-fabric <out.png> <warpHex> <weftHex> [threadPx] [W H]\n");
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std::printf(" Woven fabric pattern with alternating warp/weft threads (default thread=4px)\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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@ -1100,7 +1102,7 @@ int main(int argc, char* argv[]) {
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"--merge-meshes",
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"--gen-texture-radial", "--gen-texture-stripes", "--gen-texture-dots",
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"--gen-texture-rings", "--gen-texture-checker", "--gen-texture-brick",
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"--gen-texture-wood", "--gen-texture-grass",
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"--gen-texture-wood", "--gen-texture-grass", "--gen-texture-fabric",
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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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@ -19595,6 +19597,120 @@ int main(int argc, char* argv[]) {
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std::printf(" blades : %d\n", strokeCount);
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std::printf(" seed : %u\n", seed);
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return 0;
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} else if (std::strcmp(argv[i], "--gen-texture-fabric") == 0 && i + 3 < argc) {
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// Woven fabric pattern. We model an over/under weave: each
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// "cell" of size threadPx × threadPx is alternately a warp
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// (vertical) thread or a weft (horizontal) thread. Within
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// a thread, brightness shades from edge to center so the
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// weave reads as 3D yarn rather than flat checkerboard.
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std::string outPath = argv[++i];
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std::string warpHex = argv[++i];
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std::string weftHex = argv[++i];
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int threadPx = 4;
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int W = 256, H = 256;
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if (i + 1 < argc && argv[i + 1][0] != '-') {
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try { threadPx = std::stoi(argv[++i]); } catch (...) {}
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}
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if (i + 1 < argc && argv[i + 1][0] != '-') {
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try { W = std::stoi(argv[++i]); } catch (...) {}
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}
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if (i + 1 < argc && argv[i + 1][0] != '-') {
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try { H = std::stoi(argv[++i]); } catch (...) {}
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}
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if (W < 1 || H < 1 || W > 8192 || H > 8192 ||
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threadPx < 2 || threadPx > 256) {
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std::fprintf(stderr,
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"gen-texture-fabric: invalid dims (W/H 1..8192, threadPx 2..256)\n");
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return 1;
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}
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auto parseHex = [](std::string hex,
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uint8_t& r, uint8_t& g, uint8_t& b) -> bool {
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std::transform(hex.begin(), hex.end(), hex.begin(),
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[](unsigned char c) { return std::tolower(c); });
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if (!hex.empty() && hex[0] == '#') hex.erase(0, 1);
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auto fromHexC = [](char c) -> int {
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if (c >= '0' && c <= '9') return c - '0';
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if (c >= 'a' && c <= 'f') return 10 + c - 'a';
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return -1;
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};
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int v[6];
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if (hex.size() == 6) {
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for (int k = 0; k < 6; ++k) {
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v[k] = fromHexC(hex[k]);
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if (v[k] < 0) return false;
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}
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r = static_cast<uint8_t>((v[0] << 4) | v[1]);
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g = static_cast<uint8_t>((v[2] << 4) | v[3]);
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b = static_cast<uint8_t>((v[4] << 4) | v[5]);
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return true;
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}
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if (hex.size() == 3) {
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for (int k = 0; k < 3; ++k) {
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v[k] = fromHexC(hex[k]);
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if (v[k] < 0) return false;
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}
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r = static_cast<uint8_t>((v[0] << 4) | v[0]);
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g = static_cast<uint8_t>((v[1] << 4) | v[1]);
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b = static_cast<uint8_t>((v[2] << 4) | v[2]);
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return true;
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}
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return false;
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};
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uint8_t wr, wg, wb, fr, fg, fb;
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if (!parseHex(warpHex, wr, wg, wb)) {
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std::fprintf(stderr,
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"gen-texture-fabric: '%s' is not a valid hex color\n",
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warpHex.c_str());
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return 1;
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}
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if (!parseHex(weftHex, fr, fg, fb)) {
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std::fprintf(stderr,
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"gen-texture-fabric: '%s' is not a valid hex color\n",
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weftHex.c_str());
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return 1;
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}
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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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int cy = y / threadPx;
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int yInCell = y % threadPx;
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for (int x = 0; x < W; ++x) {
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int cx = x / threadPx;
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int xInCell = x % threadPx;
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// Plain weave: alternate warp/weft per cell on
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// a checkerboard. Warp threads run vertically
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// (so we shade across xInCell), weft threads
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// run horizontally (shade across yInCell).
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bool isWarp = ((cx + cy) & 1) == 0;
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int across = isWarp ? xInCell : yInCell;
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float t = static_cast<float>(across) / (threadPx - 1);
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// Center is brighter, edges darker — gives the
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// illusion of a rounded yarn cross-section.
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float shade = 1.0f - 0.4f * std::abs(t - 0.5f) * 2.0f;
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uint8_t r = isWarp ? static_cast<uint8_t>(wr * shade)
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: static_cast<uint8_t>(fr * shade);
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uint8_t g = isWarp ? static_cast<uint8_t>(wg * shade)
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: static_cast<uint8_t>(fg * shade);
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uint8_t b = isWarp ? static_cast<uint8_t>(wb * shade)
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: static_cast<uint8_t>(fb * shade);
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size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
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pixels[i2 + 0] = r;
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pixels[i2 + 1] = g;
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pixels[i2 + 2] = b;
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}
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}
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if (!stbi_write_png(outPath.c_str(), W, H, 3,
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pixels.data(), W * 3)) {
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std::fprintf(stderr,
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"gen-texture-fabric: stbi_write_png failed for %s\n",
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outPath.c_str());
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return 1;
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}
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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(" warp/weft : %s / %s\n",
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warpHex.c_str(), weftHex.c_str());
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std::printf(" thread px : %d\n", threadPx);
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return 0;
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} else if (std::strcmp(argv[i], "--gen-mesh") == 0 && i + 2 < argc) {
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// Synthesize a procedural primitive WOM. Generates proper
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// per-face normals, planar UVs, a bounding box, and a
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