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feat(editor): add --gen-texture-snake-skin diamond-scale pattern
60th procedural texture: brick-offset grid of diamond-shaped scales using L1 (taxicab) metric so |dx|/halfW + |dy|/halfH < 1 inside each diamond. Even rows are aligned with the cell grid; odd rows shift by halfW so adjacent scales touch tangentially along their points — the classic snake/dragon hide pattern. A thin dark outline at d ∈ [outlineFrac, 1] gives definition; outline color is automatically derived as scaleHex × 0.4 (2/5 brightness). Set outlineW=0 to skip the outline for a smoother painted-scale look. Distinct from --gen-texture-scales (overlapping circles for fish/dragon scales) and --gen-texture-chainmail (rings for metal mail). Useful for snake-cult robe trim, naga skin, dragon-scale armor inserts, lizardman set dressing, basilisk-themed dungeon decor.
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3 changed files with 81 additions and 1 deletions
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@ -92,7 +92,7 @@ const char* const kArgRequired[] = {
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"--gen-texture-starburst", "--gen-texture-studs",
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"--gen-texture-moss", "--gen-texture-woodgrain",
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"--gen-texture-carbon", "--gen-texture-pinstripe",
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"--gen-texture-camo",
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"--gen-texture-camo", "--gen-texture-snake-skin",
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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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@ -3594,6 +3594,83 @@ int handleKnit(int& i, int argc, char** argv) {
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return 0;
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}
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int handleSnakeSkin(int& i, int argc, char** argv) {
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// Snake skin: brick-offset grid of diamond-shaped scales.
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// Each scale is a rotated square in L1 (taxicab) metric so
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// |dx|/halfW + |dy|/halfH < 1 inside the diamond. Adjacent
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// scales touch tangentially via the row-offset trick (every
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// odd row shifted by halfW). A thin dark outline around each
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// diamond gives definition. Distinct from --gen-texture-scales
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// (overlapping circles) and --gen-texture-chainmail (rings).
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std::string outPath = argv[++i];
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std::string bgHex = argv[++i];
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std::string scaleHex = argv[++i];
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int cellW = 24;
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int cellH = 16;
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int outlineW = 1;
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int W = 256, H = 256;
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parseOptInt(i, argc, argv, cellW);
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parseOptInt(i, argc, argv, cellH);
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parseOptInt(i, argc, argv, outlineW);
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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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cellW < 4 || cellW > 1024 ||
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cellH < 4 || cellH > 1024 ||
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outlineW < 0 || outlineW * 2 >= std::min(cellW, cellH)) {
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std::fprintf(stderr,
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"gen-texture-snake-skin: invalid dims (W/H 1..8192, "
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"cellW/H 4..1024, outlineW 0..min(cellW,cellH)/2)\n");
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return 1;
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}
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uint8_t br_, bg_, bb_, sr, sg, sb_;
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if (!parseHexOrError(bgHex, br_, bg_, bb_,
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"gen-texture-snake-skin")) return 1;
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if (!parseHexOrError(scaleHex, sr, sg, sb_,
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"gen-texture-snake-skin")) return 1;
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// Outline color: scaleHex × 0.4 (darkened version).
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uint8_t outR = static_cast<uint8_t>(sr * 2 / 5);
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uint8_t outG = static_cast<uint8_t>(sg * 2 / 5);
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uint8_t outB = static_cast<uint8_t>(sb_ * 2 / 5);
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std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
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const float halfW = cellW * 0.5f;
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const float halfH = cellH * 0.5f;
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const float outlineFrac = 1.0f - outlineW / std::min(halfW, halfH);
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for (int y = 0; y < H; ++y) {
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int row = y / cellH;
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float rowOffset = (row & 1) ? halfW : 0.0f;
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float cy = (row + 0.5f) * cellH;
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for (int x = 0; x < W; ++x) {
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float xOff = x - rowOffset;
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int col = static_cast<int>(std::floor(xOff / cellW));
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float cx = (col + 0.5f) * cellW + rowOffset;
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float dx = std::abs(x - cx) / halfW;
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float dy = std::abs(y - cy) / halfH;
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float d = dx + dy; // L1 (diamond) metric
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uint8_t r, g, b;
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if (d > 1.0f) {
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r = br_; g = bg_; b = bb_;
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} else if (outlineW > 0 && d > outlineFrac) {
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r = outR; g = outG; b = outB;
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} else {
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r = sr; g = sg; b = sb_;
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}
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size_t idx = (static_cast<size_t>(y) * W + x) * 3;
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pixels[idx + 0] = r;
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pixels[idx + 1] = g;
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pixels[idx + 2] = 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-snake-skin")) 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/scale : %s / %s\n", bgHex.c_str(), scaleHex.c_str());
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std::printf(" diamond : %dx%d (outline %d px)\n",
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cellW, cellH, outlineW);
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return 0;
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}
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int handleCamo(int& i, int argc, char** argv) {
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// Camouflage: 2-octave value noise thresholded into hard
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// bg/fg blobs. Distinct from --gen-texture-noise-color (which
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@ -4536,6 +4613,7 @@ constexpr TextureEntry kTextureTable[] = {
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{"--gen-texture-carbon", 3, handleCarbon},
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{"--gen-texture-pinstripe", 3, handlePinstripe},
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{"--gen-texture-camo", 3, handleCamo},
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{"--gen-texture-snake-skin", 3, handleSnakeSkin},
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};
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} // namespace
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@ -153,6 +153,8 @@ void printUsage(const char* argv0) {
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std::printf(" Pinstripe: thin vertical lines at every stride; every Nth stripe is doubled-thick feature line\n");
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std::printf(" --gen-texture-camo <out.png> <aHex> <bHex> [cellSize] [threshold] [seed] [W H]\n");
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std::printf(" Camouflage: 2-octave value noise thresholded into hard bg/fg blobs (woodland disruption pattern)\n");
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std::printf(" --gen-texture-snake-skin <out.png> <bgHex> <scaleHex> [cellW] [cellH] [outlineW] [W H]\n");
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std::printf(" Snake skin: brick-offset diamond scales (L1 metric) with derived dark outline (reptile / dragon hide)\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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