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:
Kelsi 2026-05-08 17:59:55 -07:00
parent a39f4e9b43
commit adc01ead1e

View file

@ -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