feat(editor): add --gen-texture-crackle Voronoi cell-boundary

78th procedural texture: fine cracks following Voronoi cell
boundaries. For each pixel, the algorithm finds the two
nearest jittered cell centers (across 9 surrounding cells);
the difference between (distance to second-nearest) and
(distance to nearest) approximates distance to the cell
boundary line. Pixels under crackW from the boundary get
the crack color; inside cells get the base.

Distinct from --gen-texture-cracked (wide stone cracks at
large scale via random walk) and --gen-texture-frost
(6-spike crystal rosettes from seeded points) — crackle
is the fine-mud / dry-leather / parched-earth variant for
desert ground / aged-document / drought-cracked-mud zones.

Useful for desert-floor zones, aged-leather armor sections,
parched-earth dungeon floors, dragon-burned ground,
mummified-flesh trim, ancient-document parchment.
This commit is contained in:
Kelsi 2026-05-09 13:56:41 -07:00
parent dc29f7f135
commit 8c79b732e3
3 changed files with 92 additions and 1 deletions

View file

@ -3500,6 +3500,94 @@ int handleKnit(int& i, int argc, char** argv) {
return 0;
}
int handleCrackle(int& i, int argc, char** argv) {
// Fine crack network from Worley cellular noise. For each
// pixel, find the two nearest jittered cell centers; the
// difference between (distance to second-nearest) and
// (distance to nearest) approximates distance to the
// Voronoi cell boundary. Pixels near a boundary get the
// crack color; inside cells get the base. Distinct from
// --gen-texture-cracked (wide stone cracks at large scale)
// and --gen-texture-frost (6-spike crystal rosettes) — this
// is the fine-mud / dry-leather / parched-earth variant.
std::string outPath = argv[++i];
std::string baseHex = argv[++i];
std::string crackHex = argv[++i];
int stride = 14;
float crackW = 1.5f;
uint32_t seed = 1;
int W = 256, H = 256;
parseOptInt(i, argc, argv, stride);
parseOptFloat(i, argc, argv, crackW);
parseOptUint(i, argc, argv, seed);
parseOptInt(i, argc, argv, W);
parseOptInt(i, argc, argv, H);
if (W < 1 || H < 1 || W > 8192 || H > 8192 ||
stride < 4 || stride > 1024 ||
crackW <= 0.0f || crackW >= stride * 0.5f) {
std::fprintf(stderr,
"gen-texture-crackle: invalid dims (W/H 1..8192, "
"stride 4..1024, crackW (0, stride/2))\n");
return 1;
}
uint8_t br_, bg_, bb_, cr_, cg_, cb_;
if (!parseHexOrError(baseHex, br_, bg_, bb_,
"gen-texture-crackle")) return 1;
if (!parseHexOrError(crackHex, cr_, cg_, cb_,
"gen-texture-crackle")) return 1;
auto hash32 = [](uint32_t x) -> uint32_t {
x ^= x >> 16; x *= 0x7feb352d;
x ^= x >> 15; x *= 0x846ca68b;
x ^= x >> 16; return x;
};
auto cellHash = [&](int cx, int cy, uint32_t salt) -> uint32_t {
uint32_t h = static_cast<uint32_t>(cx) * 0x9E3779B1u
^ static_cast<uint32_t>(cy) * 0x85EBCA77u
^ seed ^ salt;
return hash32(h);
};
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
for (int y = 0; y < H; ++y) {
int cellY = y / stride;
for (int x = 0; x < W; ++x) {
int cellX = x / stride;
// Find the two smallest distances across the 9 cells.
float d1 = 1e9f, d2 = 1e9f;
for (int dy = -1; dy <= 1; ++dy) {
for (int dx = -1; dx <= 1; ++dx) {
int cx = cellX + dx;
int cy = cellY + dy;
float jx = (cellHash(cx, cy, 1) % 1000) / 1000.0f;
float jy = (cellHash(cx, cy, 2) % 1000) / 1000.0f;
float scx = (cx + jx) * stride;
float scy = (cy + jy) * stride;
float ddx = x - scx;
float ddy = y - scy;
float d = std::sqrt(ddx * ddx + ddy * ddy);
if (d < d1) { d2 = d1; d1 = d; }
else if (d < d2) { d2 = d; }
}
}
float boundary = d2 - d1; // 0 at cell edge
uint8_t r, g, b;
if (boundary < crackW) {
r = cr_; g = cg_; b = cb_;
} else {
r = br_; g = bg_; b = bb_;
}
setPixelRGB(pixels, W, x, y, r, g, b);
}
}
if (!savePngOrError(outPath, W, H, pixels,
"gen-texture-crackle")) return 1;
printPngWrote(outPath, W, H);
std::printf(" base/crack : %s / %s\n",
baseHex.c_str(), crackHex.c_str());
std::printf(" cells : stride=%d, crackW=%.2f, seed=%u\n",
stride, crackW, seed);
return 0;
}
int handleScratchedMetal(int& i, int argc, char** argv) {
// Scratched / worn metal: base metal color overlaid with N
// short angled line segments brightened against the base.
@ -5669,6 +5757,7 @@ constexpr TextureEntry kTextureTable[] = {
{"--gen-texture-dewdrops", 3, handleDewdrops},
{"--gen-texture-pinwheel", 3, handlePinwheel},
{"--gen-texture-scratched-metal",3, handleScratchedMetal},
{"--gen-texture-crackle", 3, handleCrackle},
};
} // namespace