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feat(editor): add --gen-texture-radial for circular gradients
Synthesizes a radial gradient PNG fading from <centerHex> at the image center to <edgeHex> at the corner. Distance is normalized so the corner is t=1 (works for non-square images), with a smoothstep curve giving a soft falloff rather than a harsh disc edge. Useful for spell glow rings, vignettes, soft-edged decals, and particle-emitter masks — the common "circular blob" cases that linear gradients can't produce. Verified: 64×64 white-center / black-edge "glow" PNG written successfully; invalid 'notacolor' hex rejected with exit 1. Brings command count to 222.
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@ -530,6 +530,8 @@ static void printUsage(const char* argv0) {
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std::printf(" Synthesize a linear gradient PNG (default vertical, 256x256)\n");
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std::printf(" --gen-texture-noise <out.png> [seed] [W H]\n");
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std::printf(" Synthesize a smooth value-noise PNG (deterministic from seed; default 256x256)\n");
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std::printf(" --gen-texture-radial <out.png> <centerHex> <edgeHex> [W H]\n");
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std::printf(" Synthesize a radial gradient PNG (center→edge, smooth distance-based blend)\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> [size]\n");
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@ -970,6 +972,7 @@ int main(int argc, char* argv[]) {
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"--scale-mesh", "--translate-mesh", "--strip-mesh",
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"--gen-texture-noise", "--rotate-mesh",
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"--center-mesh", "--flip-mesh-normals",
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"--gen-texture-radial",
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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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@ -15569,6 +15572,115 @@ int main(int argc, char* argv[]) {
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std::printf(" seed : %u\n", seed);
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std::printf(" type : smooth value noise (16x16 bilinear lattice)\n");
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return 0;
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} else if (std::strcmp(argv[i], "--gen-texture-radial") == 0 && i + 3 < argc) {
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// Radial gradient: centerHex at the image center fading
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// smoothly to edgeHex at the corner. Useful for spell
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// glow rings, vignettes, soft-edged decals — the
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// common "circular blob" cases that linear gradients
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// can't produce.
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//
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// Distance is normalized so the corner is t=1 (image is
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// not necessarily square). A smoothstep curve gives a
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// soft falloff rather than a harsh disc edge.
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std::string outPath = argv[++i];
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std::string centerHex = argv[++i];
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std::string edgeHex = argv[++i];
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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 { 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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std::fprintf(stderr,
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"gen-texture-radial: invalid size %dx%d (1..8192)\n",
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W, H);
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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 rc, gc, bc, re, ge, be;
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if (!parseHex(centerHex, rc, gc, bc)) {
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std::fprintf(stderr,
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"gen-texture-radial: '%s' is not a valid hex color\n",
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centerHex.c_str());
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return 1;
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}
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if (!parseHex(edgeHex, re, ge, be)) {
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std::fprintf(stderr,
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"gen-texture-radial: '%s' is not a valid hex color\n",
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edgeHex.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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float cx = (W - 1) * 0.5f;
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float cy = (H - 1) * 0.5f;
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// Max distance is the corner (cx, cy itself = half-diag).
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float maxD = std::sqrt(cx * cx + cy * cy);
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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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float dx = x - cx;
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float dy = y - cy;
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float d = std::sqrt(dx * dx + dy * dy);
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float t = (maxD > 0) ? (d / maxD) : 0.0f;
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if (t > 1.0f) t = 1.0f;
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// Smoothstep so the falloff is soft.
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float smt = t * t * (3.0f - 2.0f * t);
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auto lerp = [](uint8_t a, uint8_t b, float t) {
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return static_cast<uint8_t>(a + (b - a) * t + 0.5f);
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};
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size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
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pixels[i2 + 0] = lerp(rc, re, smt);
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pixels[i2 + 1] = lerp(gc, ge, smt);
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pixels[i2 + 2] = lerp(bc, be, smt);
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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-radial: 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(" center : %s (rgb %u,%u,%u)\n",
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centerHex.c_str(), rc, gc, bc);
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std::printf(" edge : %s (rgb %u,%u,%u)\n",
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edgeHex.c_str(), re, ge, be);
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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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