feat(editor): add --gen-texture-snowflake 6-fold ice crystal

84th procedural texture: 6-fold symmetric snowflake stamp
tiled per cell. Built by computing polar (r, theta) from
the cell center and folding theta into a [0, pi/6] wedge,
so a single arm-shape definition replicates 12 times via
mirror + 60-degree rotation.

Each arm is a thin sliver (sin-based perpendicular distance
test) thickened at two perpendicular knobs at r = 0.40 and
0.70 of the cell-half radius — the knobs provide the
classic "branched ice crystal" silhouette without needing
a separate per-arm subdivision pass.

A small filled center dot anchors the motif at small cell
sizes where the knobs vanish.

Useful for: arctic / winter zones, frost spell effects,
frost-mage themed gear icons, holiday-event decoration,
crystal-shrine backdrops, snowstorm overlays.

Distinct from --gen-texture-snow (random tiny dots, not a
patterned crystal) and --gen-texture-frost (spider-web
crackle, not radial). The first 6-fold-symmetric texture in
the catalogue.
This commit is contained in:
Kelsi 2026-05-09 15:06:32 -07:00
parent 9093975bdd
commit f85036d580
3 changed files with 88 additions and 1 deletions

View file

@ -142,7 +142,7 @@ const char* const kArgRequired[] = {
"--gen-texture-scratched-metal", "--gen-texture-crackle",
"--gen-texture-star", "--gen-texture-halftone",
"--gen-texture-bayer", "--gen-texture-moon",
"--gen-texture-damask",
"--gen-texture-damask", "--gen-texture-snowflake",
"--validate-glb", "--info-glb", "--info-glb-tree", "--info-glb-bytes",
"--validate-jsondbc", "--check-glb-bounds", "--validate-stl",
"--validate-png", "--validate-blp",

View file

@ -3500,6 +3500,90 @@ int handleKnit(int& i, int argc, char** argv) {
return 0;
}
int handleSnowflake(int& i, int argc, char** argv) {
// Snowflake: 6-fold symmetric stamp in each cell. Built
// by computing polar (r, theta) from the cell center and
// folding theta into a [0, pi/6] wedge so a single
// arm-shape definition replicates 12 times via mirror +
// 60-degree rotation. Each arm is a thin sliver thickened
// by two knob-like bumps at fixed radii for the classic
// "branched ice crystal" silhouette. The 84th procedural
// texture.
//
// Useful for: arctic / winter zones, ice spell effects,
// frost-mage themed gear icons, holiday-event decoration,
// crystal-shrine backdrops, snowstorm overlays.
std::string outPath = argv[++i];
std::string bgHex = argv[++i];
std::string fgHex = argv[++i];
int cell = 64;
int W = 256, H = 256;
parseOptInt(i, argc, argv, cell);
parseOptInt(i, argc, argv, W);
parseOptInt(i, argc, argv, H);
if (W < 1 || H < 1 || W > 8192 || H > 8192 ||
cell < 8 || cell > 1024) {
std::fprintf(stderr,
"gen-texture-snowflake: invalid dims (W/H 1..8192, cell 8..1024)\n");
return 1;
}
uint8_t br_, bg_, bb_, fr, fg_, fb_;
if (!parseHexOrError(bgHex, br_, bg_, bb_,
"gen-texture-snowflake")) return 1;
if (!parseHexOrError(fgHex, fr, fg_, fb_,
"gen-texture-snowflake")) return 1;
std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
const float halfCell = cell * 0.5f;
const float armWidth = halfCell * 0.06f;
const float bumpWidth = halfCell * 0.18f;
const float bumpRadius = halfCell * 0.08f;
const float pi3 = 3.14159265358979323846f / 3.0f;
const float pi6 = pi3 * 0.5f;
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
int tx = x % cell;
int ty = y % cell;
float dx = tx - halfCell;
float dy = ty - halfCell;
float r = std::sqrt(dx * dx + dy * dy);
float rNorm = r / halfCell;
// Fold theta into [0, pi/6] for 12-fold symmetry
// (6 mirrored arms, each spanning 60 deg).
float theta = std::atan2(dy, dx);
float thetaMod = std::fmod(theta + pi6 + 100 * pi3, pi3) - pi6;
float thetaWedge = std::fabs(thetaMod);
// Distance from the nearest arm axis (folded space).
float armDist = r * std::sin(thetaWedge);
bool inMainArm = (rNorm < 0.85f) && (armDist < armWidth);
// Two perpendicular knobs at r = 0.40 and 0.70 of
// the cell-half. Within the knob radius we widen
// the arm so the snowflake gets its branched look.
bool inKnob =
(rNorm < 0.85f) &&
(std::fabs(r - 0.40f * halfCell) < bumpRadius ||
std::fabs(r - 0.70f * halfCell) < bumpRadius) &&
(armDist < bumpWidth);
// Small filled center dot anchors the motif at
// tiny cell sizes where the knobs vanish.
bool centerDot = r < halfCell * 0.10f;
bool isMotif = inMainArm || inKnob || centerDot;
uint8_t r8, g8, b8;
if (isMotif) {
r8 = fr; g8 = fg_; b8 = fb_;
} else {
r8 = br_; g8 = bg_; b8 = bb_;
}
setPixelRGB(pixels, W, x, y, r8, g8, b8);
}
}
if (!savePngOrError(outPath, W, H, pixels,
"gen-texture-snowflake")) return 1;
printPngWrote(outPath, W, H);
std::printf(" bg/fg : %s / %s\n", bgHex.c_str(), fgHex.c_str());
std::printf(" cell : %d px\n", cell);
return 0;
}
int handleDamask(int& i, int argc, char** argv) {
// Damask: classic ornate-wallpaper motif — a 4-petal
// flower shape (one peak at each cell N/S/E/W) plus a
@ -6102,6 +6186,7 @@ constexpr TextureEntry kTextureTable[] = {
{"--gen-texture-bayer", 3, handleBayer},
{"--gen-texture-moon", 3, handleMoon},
{"--gen-texture-damask", 3, handleDamask},
{"--gen-texture-snowflake", 3, handleSnowflake},
};
} // namespace

View file

@ -201,6 +201,8 @@ void printUsage(const char* argv0) {
std::printf(" Moon disc with optional crescent shadow (phase 0=full, =moonR=half, >moonR=crescent)\n");
std::printf(" --gen-texture-damask <out.png> <bgHex> <fgHex> [cell] [W H]\n");
std::printf(" Damask: 4-petal floral motif tiled per cell (palace wallpaper / noble-faction tapestry)\n");
std::printf(" --gen-texture-snowflake <out.png> <bgHex> <fgHex> [cell] [W H]\n");
std::printf(" Snowflake: 6-fold symmetric ice crystal stamped per cell (winter zones / frost spell effects)\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");