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feat(editor): add --gen-texture-studs riveted-armor pattern
54th procedural texture: grid of round rivet caps with an inner highlight. Each stud has: • outer ring (40%-100% of studR) at the studHex base color • inner core (0-40% of studR) at studHex × 1.4 brightness • bg color outside studR The 40% bright core sells the 3D rivet appearance — a flat solid circle (which --gen-texture-dots already produces) reads as a polka dot, while the bright/dim concentric pair reads as a metal stud catching light. Useful for studded leather armor, riveted plate, banded mail trim, dwarven hauberks, prison-cell door reinforcement, ship hull plating. Default 24-stride grid with R=7 reads cleanly at typical body-armor scale.
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3 changed files with 91 additions and 1 deletions
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@ -4586,6 +4586,93 @@ int handleKnit(int& i, int argc, char** argv) {
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return 0;
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}
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int handleStuds(int& i, int argc, char** argv) {
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// Riveted studs: grid of round caps with an inner highlight.
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// Distinct from --gen-texture-dots (flat solid circles): each
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// stud has a brighter inner core (40% radius) over a darker
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// outer ring, giving a 3D rivet/stud appearance for armor and
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// leather work. Cap color is studHex; the highlight is
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// automatically derived as a 40%-brighter version of it.
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std::string outPath = argv[++i];
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std::string bgHex = argv[++i];
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std::string studHex = argv[++i];
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int stride = 24;
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int studR = 7;
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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 { stride = 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 { studR = 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 { 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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stride < 4 || stride > 1024 ||
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studR < 1 || studR * 2 >= stride) {
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std::fprintf(stderr,
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"gen-texture-studs: invalid dims (W/H 1..8192, "
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"stride 4..1024, studR 1..stride/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 (!parseHex(bgHex, br_, bg_, bb_) ||
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!parseHex(studHex, sr, sg, sb_)) {
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std::fprintf(stderr,
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"gen-texture-studs: bg or stud hex color is invalid\n");
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return 1;
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}
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auto brighten = [](uint8_t c) -> uint8_t {
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int v = static_cast<int>(c) * 7 / 5; // ×1.4
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return v > 255 ? 255 : static_cast<uint8_t>(v);
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};
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uint8_t hr = brighten(sr), hg = brighten(sg), hb_ = brighten(sb_);
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std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
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const float coreR = studR * 0.4f; // inner highlight radius
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const float coreR2 = coreR * coreR;
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const float studR2 = static_cast<float>(studR) * studR;
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for (int y = 0; y < H; ++y) {
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// Nearest stud center: round(y/stride)*stride.
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int row = (y + stride / 2) / stride;
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float cy = row * stride;
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for (int x = 0; x < W; ++x) {
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int col = (x + stride / 2) / stride;
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float cx = col * stride;
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float dx = x - cx;
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float dy = y - cy;
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float d2 = dx * dx + dy * dy;
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uint8_t r, g, b;
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if (d2 > studR2) {
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r = br_; g = bg_; b = bb_;
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} else if (d2 < coreR2) {
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r = hr; g = hg; b = hb_;
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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 (!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-studs: 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(" bg/stud : %s / %s\n", bgHex.c_str(), studHex.c_str());
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std::printf(" studs : R=%d on %d-stride grid\n", studR, stride);
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return 0;
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}
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int handleStarburst(int& i, int argc, char** argv) {
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// Starburst: N rays radiating from the texture center. Each
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// pixel computes its angle from center; if it falls inside any
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@ -5194,6 +5281,7 @@ constexpr TextureEntry kTextureTable[] = {
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{"--gen-texture-rope", 3, handleRope},
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{"--gen-texture-caustics", 3, handleCaustics},
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{"--gen-texture-starburst", 3, handleStarburst},
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{"--gen-texture-studs", 3, handleStuds},
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};
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} // namespace
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