mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-05-09 02:23:52 +00:00
feat(editor): add --gen-texture-sand desert/dune pattern
Per-pixel salt-and-pepper grain jitter (the individual sand grains) overlaid with wide sinusoidal ripple bands aligned along an offset that drifts smoothly across rows (the wind- formed dune ridges). Result reads as windswept beach or desert. Defaults: rippleSpacing=24px, seed=1. Useful for desert zones, beaches, oases, dungeon floors. Brings the procedural texture pattern set to 20.
This commit is contained in:
parent
a39f4e9b43
commit
adc01ead1e
1 changed files with 117 additions and 1 deletions
|
|
@ -564,6 +564,8 @@ static void printUsage(const char* argv0) {
|
|||
std::printf(" Brushed metal: directional anisotropic noise (orientation: horizontal|vertical)\n");
|
||||
std::printf(" --gen-texture-leather <out.png> <baseHex> [seed] [grainSize] [W H]\n");
|
||||
std::printf(" Leather grain: irregular pebbled bumps via cellular noise (default grain=4px)\n");
|
||||
std::printf(" --gen-texture-sand <out.png> <baseHex> [seed] [rippleSpacing] [W H]\n");
|
||||
std::printf(" Sand dunes: per-pixel grain noise + sinusoidal ripple bands (default ripple=24px)\n");
|
||||
std::printf(" --add-texture-to-zone <zoneDir> <png-path> [renameTo]\n");
|
||||
std::printf(" Copy an existing PNG into <zoneDir> (optionally renaming it on the way in)\n");
|
||||
std::printf(" --gen-mesh <wom-base> <cube|plane|sphere|cylinder|torus|cone|ramp> [size]\n");
|
||||
|
|
@ -1155,7 +1157,7 @@ int main(int argc, char* argv[]) {
|
|||
"--gen-texture-rings", "--gen-texture-checker", "--gen-texture-brick",
|
||||
"--gen-texture-wood", "--gen-texture-grass", "--gen-texture-fabric",
|
||||
"--gen-texture-cobble", "--gen-texture-marble", "--gen-texture-metal",
|
||||
"--gen-texture-leather",
|
||||
"--gen-texture-leather", "--gen-texture-sand",
|
||||
"--validate-glb", "--info-glb", "--info-glb-tree", "--info-glb-bytes",
|
||||
"--validate-jsondbc", "--check-glb-bounds", "--validate-stl",
|
||||
"--validate-png", "--validate-blp",
|
||||
|
|
@ -20023,6 +20025,120 @@ int main(int argc, char* argv[]) {
|
|||
std::printf(" grain size : %d px\n", grainSize);
|
||||
std::printf(" seed : %u\n", seed);
|
||||
return 0;
|
||||
} else if (std::strcmp(argv[i], "--gen-texture-sand") == 0 && i + 2 < argc) {
|
||||
// Sand dunes pattern: per-pixel salt-and-pepper grain
|
||||
// jitter (the individual grains of sand) overlaid with
|
||||
// wide sinusoidal ripple bands (the wind-formed dune
|
||||
// ridges). Result reads as windswept beach or desert.
|
||||
std::string outPath = argv[++i];
|
||||
std::string baseHex = argv[++i];
|
||||
uint32_t seed = 1;
|
||||
int rippleSpacing = 24;
|
||||
int W = 256, H = 256;
|
||||
if (i + 1 < argc && argv[i + 1][0] != '-') {
|
||||
try { seed = static_cast<uint32_t>(std::stoul(argv[++i])); } catch (...) {}
|
||||
}
|
||||
if (i + 1 < argc && argv[i + 1][0] != '-') {
|
||||
try { rippleSpacing = std::stoi(argv[++i]); } catch (...) {}
|
||||
}
|
||||
if (i + 1 < argc && argv[i + 1][0] != '-') {
|
||||
try { W = std::stoi(argv[++i]); } catch (...) {}
|
||||
}
|
||||
if (i + 1 < argc && argv[i + 1][0] != '-') {
|
||||
try { H = std::stoi(argv[++i]); } catch (...) {}
|
||||
}
|
||||
if (W < 1 || H < 1 || W > 8192 || H > 8192 ||
|
||||
rippleSpacing < 4 || rippleSpacing > 512) {
|
||||
std::fprintf(stderr,
|
||||
"gen-texture-sand: invalid dims (W/H 1..8192, rippleSpacing 4..512)\n");
|
||||
return 1;
|
||||
}
|
||||
auto parseHex = [](std::string hex,
|
||||
uint8_t& r, uint8_t& g, uint8_t& b) -> bool {
|
||||
std::transform(hex.begin(), hex.end(), hex.begin(),
|
||||
[](unsigned char c) { return std::tolower(c); });
|
||||
if (!hex.empty() && hex[0] == '#') hex.erase(0, 1);
|
||||
auto fromHexC = [](char c) -> int {
|
||||
if (c >= '0' && c <= '9') return c - '0';
|
||||
if (c >= 'a' && c <= 'f') return 10 + c - 'a';
|
||||
return -1;
|
||||
};
|
||||
int v[6];
|
||||
if (hex.size() == 6) {
|
||||
for (int k = 0; k < 6; ++k) {
|
||||
v[k] = fromHexC(hex[k]);
|
||||
if (v[k] < 0) return false;
|
||||
}
|
||||
r = static_cast<uint8_t>((v[0] << 4) | v[1]);
|
||||
g = static_cast<uint8_t>((v[2] << 4) | v[3]);
|
||||
b = static_cast<uint8_t>((v[4] << 4) | v[5]);
|
||||
return true;
|
||||
}
|
||||
if (hex.size() == 3) {
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
v[k] = fromHexC(hex[k]);
|
||||
if (v[k] < 0) return false;
|
||||
}
|
||||
r = static_cast<uint8_t>((v[0] << 4) | v[0]);
|
||||
g = static_cast<uint8_t>((v[1] << 4) | v[1]);
|
||||
b = static_cast<uint8_t>((v[2] << 4) | v[2]);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
};
|
||||
uint8_t br, bg, bb_;
|
||||
if (!parseHex(baseHex, br, bg, bb_)) {
|
||||
std::fprintf(stderr,
|
||||
"gen-texture-sand: '%s' is not a valid hex color\n",
|
||||
baseHex.c_str());
|
||||
return 1;
|
||||
}
|
||||
uint32_t state = seed ? seed : 1u;
|
||||
auto next01 = [&state]() -> float {
|
||||
state = state * 1664525u + 1013904223u;
|
||||
return (state >> 8) * (1.0f / 16777216.0f);
|
||||
};
|
||||
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
|
||||
const float pi = 3.14159265358979f;
|
||||
float seedF = static_cast<float>(seed);
|
||||
// Pre-compute one ripple offset per row so dunes flow
|
||||
// smoothly along Y rather than being identical at each row.
|
||||
std::vector<float> rowPhase(H, 0.0f);
|
||||
for (int y = 0; y < H; ++y) {
|
||||
rowPhase[y] = std::sin(y * 0.05f + seedF) * rippleSpacing * 0.5f;
|
||||
}
|
||||
for (int y = 0; y < H; ++y) {
|
||||
float phaseY = rowPhase[y];
|
||||
for (int x = 0; x < W; ++x) {
|
||||
// Ripple shade: sine band aligned to (x + phaseY).
|
||||
float ripple = std::sin((x + phaseY) * 2.0f * pi /
|
||||
rippleSpacing);
|
||||
float rippleShade = 1.0f + 0.10f * ripple;
|
||||
// Per-pixel grain noise: ±5% jitter.
|
||||
float grain = (next01() - 0.5f) * 0.10f;
|
||||
float shade = rippleShade + grain;
|
||||
size_t i2 = (static_cast<size_t>(y) * W + x) * 3;
|
||||
pixels[i2 + 0] = static_cast<uint8_t>(
|
||||
std::clamp(br * shade, 0.0f, 255.0f));
|
||||
pixels[i2 + 1] = static_cast<uint8_t>(
|
||||
std::clamp(bg * shade, 0.0f, 255.0f));
|
||||
pixels[i2 + 2] = static_cast<uint8_t>(
|
||||
std::clamp(bb_ * shade, 0.0f, 255.0f));
|
||||
}
|
||||
}
|
||||
if (!stbi_write_png(outPath.c_str(), W, H, 3,
|
||||
pixels.data(), W * 3)) {
|
||||
std::fprintf(stderr,
|
||||
"gen-texture-sand: stbi_write_png failed for %s\n",
|
||||
outPath.c_str());
|
||||
return 1;
|
||||
}
|
||||
std::printf("Wrote %s\n", outPath.c_str());
|
||||
std::printf(" size : %dx%d\n", W, H);
|
||||
std::printf(" base color : %s\n", baseHex.c_str());
|
||||
std::printf(" ripple spacing : %d px\n", rippleSpacing);
|
||||
std::printf(" seed : %u\n", seed);
|
||||
return 0;
|
||||
} else if (std::strcmp(argv[i], "--gen-mesh") == 0 && i + 2 < argc) {
|
||||
// Synthesize a procedural primitive WOM. Generates proper
|
||||
// per-face normals, planar UVs, a bounding box, and a
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue