#include "cli_gen_texture.hpp" #include #include #include #include #include #include #include #include // stb_image_write impl lives in texture_exporter.cpp; // we just need the declaration of stbi_write_png. #include "stb_image_write.h" namespace wowee { namespace editor { namespace cli { namespace { // Shared hex-color parser used by every texture generator. // Accepts "RRGGBB", "rgb", or those forms with a leading '#'. // Returns false on malformed input (caller should error out). bool parseHex(std::string hex, uint8_t& r, uint8_t& g, uint8_t& b) { 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((v[0] << 4) | v[1]); g = static_cast((v[2] << 4) | v[3]); b = static_cast((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((v[0] << 4) | v[0]); g = static_cast((v[1] << 4) | v[1]); b = static_cast((v[2] << 4) | v[2]); return true; } return false; } int handleCobble(int& i, int argc, char** argv) { // Cobblestone street pattern. Each pixel finds its // nearest "stone center" in a perturbed grid (Worley- // style cellular noise) and uses the distance to that // center to draw the stone face vs. mortar gaps. Stones // get small per-stone tint variation so the surface // doesn't read as flat. std::string outPath = argv[++i]; std::string stoneHex = argv[++i]; std::string mortarHex = argv[++i]; int stonePx = 24; uint32_t seed = 1; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { stonePx = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(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 || stonePx < 8 || stonePx > 512) { std::fprintf(stderr, "gen-texture-cobble: invalid dims (W/H 1..8192, stonePx 8..512)\n"); return 1; } uint8_t sr, sg, sb, mr, mg, mb; if (!parseHex(stoneHex, sr, sg, sb)) { std::fprintf(stderr, "gen-texture-cobble: '%s' is not a valid hex color\n", stoneHex.c_str()); return 1; } if (!parseHex(mortarHex, mr, mg, mb)) { std::fprintf(stderr, "gen-texture-cobble: '%s' is not a valid hex color\n", mortarHex.c_str()); return 1; } // Seeded hash → stone center jitter + per-stone tint. // Hash takes (cellX, cellY, seed) and returns 4 floats // in [0,1): two for offset, two for tint variation. auto hash01 = [seed](int cx, int cy, int comp) -> float { uint32_t h = static_cast(cx) * 374761393u + static_cast(cy) * 668265263u + seed * 2147483647u + static_cast(comp) * 16777619u; h = (h ^ (h >> 13)) * 1274126177u; h = h ^ (h >> 16); return (h >> 8) * (1.0f / 16777216.0f); }; std::vector pixels(static_cast(W) * H * 3, 0); // For each pixel, find min distance among 9 neighboring // jittered cell centers (3x3 around current cell). The // closest center owns the pixel; second-closest sets // mortar boundary distance. for (int y = 0; y < H; ++y) { int cy0 = y / stonePx; for (int x = 0; x < W; ++x) { int cx0 = x / stonePx; float bestD = 1e9f, second = 1e9f; int bestCx = 0, bestCy = 0; for (int dy = -1; dy <= 1; ++dy) { for (int dx = -1; dx <= 1; ++dx) { int cx = cx0 + dx; int cy = cy0 + dy; float jx = (hash01(cx, cy, 0) - 0.5f) * 0.7f; float jy = (hash01(cx, cy, 1) - 0.5f) * 0.7f; float ccx = (cx + 0.5f + jx) * stonePx; float ccy = (cy + 0.5f + jy) * stonePx; float dxp = x - ccx, dyp = y - ccy; float d = std::sqrt(dxp * dxp + dyp * dyp); if (d < bestD) { second = bestD; bestD = d; bestCx = cx; bestCy = cy; } else if (d < second) { second = d; } } } // Pixels close to the boundary (small gap between // closest and second-closest) become mortar. float boundary = second - bestD; float mortarThresh = stonePx * 0.10f; if (boundary < mortarThresh) { size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = mr; pixels[i2 + 1] = mg; pixels[i2 + 2] = mb; } else { // Per-stone tint: ±15% on each channel. float tint = 0.85f + 0.30f * hash01(bestCx, bestCy, 2); // Subtle radial darkening toward edges so // the stone face reads as 3D rounded. float edgeFalloff = std::min(1.0f, (boundary - mortarThresh) / (stonePx * 0.4f)); float shade = (0.7f + 0.3f * edgeFalloff) * tint; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = static_cast( std::clamp(sr * shade, 0.0f, 255.0f)); pixels[i2 + 1] = static_cast( std::clamp(sg * shade, 0.0f, 255.0f)); pixels[i2 + 2] = static_cast( std::clamp(sb * shade, 0.0f, 255.0f)); } } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-cobble: 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(" stone/mortar : %s / %s\n", stoneHex.c_str(), mortarHex.c_str()); std::printf(" stone px : %d\n", stonePx); std::printf(" seed : %u\n", seed); return 0; } int handleMarble(int& i, int argc, char** argv) { // Marble pattern via warped sinusoidal veining. The // canonical "marble shader": take a sine wave, warp its // input by smooth multi-octave noise, raise the absolute // value to a high power so the bright vein bands stay // narrow. Result: irregular bright veins on a base color // that tile with octave-driven low-freq variation. std::string outPath = argv[++i]; std::string baseHex = argv[++i]; std::string veinHex = argv[++i]; uint32_t seed = 1; float sharpness = 8.0f; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { sharpness = std::stof(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 || sharpness < 1.0f || sharpness > 64.0f) { std::fprintf(stderr, "gen-texture-marble: invalid dims (W/H 1..8192, sharpness 1..64)\n"); return 1; } uint8_t br, bg, bb_, vr, vg, vb; if (!parseHex(baseHex, br, bg, bb_)) { std::fprintf(stderr, "gen-texture-marble: '%s' is not a valid hex color\n", baseHex.c_str()); return 1; } if (!parseHex(veinHex, vr, vg, vb)) { std::fprintf(stderr, "gen-texture-marble: '%s' is not a valid hex color\n", veinHex.c_str()); return 1; } // Cheap multi-octave noise: 4 sin/cos products at // doubling frequencies, seeded phase per octave. Smooth // and tiles imperfectly but for marble we want some // irregularity anyway. float seedF = static_cast(seed); auto warpNoise = [&](float x, float y) -> float { float n = 0.0f; float freq = 0.02f; float amp = 1.0f; float total = 0.0f; for (int o = 0; o < 4; ++o) { n += amp * std::sin(x * freq + seedF * (1.0f + o)) * std::cos(y * freq + seedF * (0.6f + o)); total += amp; freq *= 2.0f; amp *= 0.5f; } return n / total; // -1..1 }; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { // Warped sine: vein density is sin(turbulent x). // High exponent on |sin| concentrates brightness // into thin bands. float warp = warpNoise(static_cast(x), static_cast(y)); float v = std::sin((x + warp * 80.0f) * 0.07f); float vein = std::pow(std::abs(v), sharpness); uint8_t r = static_cast(br * (1 - vein) + vr * vein); uint8_t g = static_cast(bg * (1 - vein) + vg * vein); uint8_t b = static_cast(bb_ * (1 - vein) + vb * vein); size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = r; pixels[i2 + 1] = g; pixels[i2 + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-marble: 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/vein : %s / %s\n", baseHex.c_str(), veinHex.c_str()); std::printf(" sharpness : %.1f\n", sharpness); std::printf(" seed : %u\n", seed); return 0; } int handleMetal(int& i, int argc, char** argv) { // Brushed-metal pattern. We generate per-pixel white // noise then box-blur it heavily along one axis (the // brush direction) and lightly along the other. Result: // long thin streaks of varying brightness, the visual // signature of brushed steel/aluminum/iron. Apply that // streaky shade as a multiplicative tint on the base // metal color. std::string outPath = argv[++i]; std::string baseHex = argv[++i]; uint32_t seed = 1; std::string orientation = "horizontal"; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { orientation = argv[++i]; } 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) { std::fprintf(stderr, "gen-texture-metal: invalid dims (W/H 1..8192)\n"); return 1; } if (orientation != "horizontal" && orientation != "vertical") { std::fprintf(stderr, "gen-texture-metal: orientation must be horizontal|vertical\n"); return 1; } uint8_t mr, mg, mb; if (!parseHex(baseHex, mr, mg, mb)) { std::fprintf(stderr, "gen-texture-metal: '%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); }; // Step 1: per-pixel white noise. std::vector noise(static_cast(W) * H); for (auto& v : noise) v = next01(); // Step 2: directional blur. For horizontal orientation, // blur strongly in X (long brush strokes) and lightly // in Y (thin variation across strokes). Vertical // orientation flips X and Y. std::vector blurred(noise.size(), 0.0f); int rxLong = (orientation == "horizontal") ? 24 : 2; int ryLong = (orientation == "horizontal") ? 2 : 24; for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float sum = 0.0f; int n = 0; for (int dy = -ryLong; dy <= ryLong; ++dy) { int py = y + dy; if (py < 0 || py >= H) continue; for (int dx = -rxLong; dx <= rxLong; ++dx) { int px = x + dx; if (px < 0 || px >= W) continue; sum += noise[static_cast(py) * W + px]; n++; } } blurred[static_cast(y) * W + x] = sum / n; } } // Step 3: stretch contrast back out so the streaks // are visible (blurring narrows the range). float minV = 1.0f, maxV = 0.0f; for (float v : blurred) { minV = std::min(minV, v); maxV = std::max(maxV, v); } float range = std::max(maxV - minV, 1e-6f); std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float t = (blurred[static_cast(y) * W + x] - minV) / range; // Map noise to a multiplicative shade in [0.7, 1.1] // so the metal looks polished but not flat. float shade = 0.7f + t * 0.4f; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = static_cast( std::clamp(mr * shade, 0.0f, 255.0f)); pixels[i2 + 1] = static_cast( std::clamp(mg * shade, 0.0f, 255.0f)); pixels[i2 + 2] = static_cast( std::clamp(mb * shade, 0.0f, 255.0f)); } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-metal: 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(" orientation : %s\n", orientation.c_str()); std::printf(" seed : %u\n", seed); return 0; } int handleLeather(int& i, int argc, char** argv) { // Leather grain pattern. Cellular Worley noise where // each "pebble" cell darkens at its boundaries with // its neighbors — the look of fine-grain leather. // Each cell also gets per-cell tint variation so the // surface doesn't read as uniform. std::string outPath = argv[++i]; std::string baseHex = argv[++i]; uint32_t seed = 1; int grainSize = 4; // average pebble cell size in px int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { grainSize = 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 || grainSize < 2 || grainSize > 64) { std::fprintf(stderr, "gen-texture-leather: invalid dims (W/H 1..8192, grainSize 2..64)\n"); return 1; } uint8_t lr, lg, lb; if (!parseHex(baseHex, lr, lg, lb)) { std::fprintf(stderr, "gen-texture-leather: '%s' is not a valid hex color\n", baseHex.c_str()); return 1; } // Per-cell hash (same idea as cobble, but smaller cells). auto hash01 = [seed](int cx, int cy, int comp) -> float { uint32_t h = static_cast(cx) * 374761393u + static_cast(cy) * 668265263u + seed * 2147483647u + static_cast(comp) * 16777619u; h = (h ^ (h >> 13)) * 1274126177u; h = h ^ (h >> 16); return (h >> 8) * (1.0f / 16777216.0f); }; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { int cy0 = y / grainSize; for (int x = 0; x < W; ++x) { int cx0 = x / grainSize; float bestD = 1e9f, second = 1e9f; int bestCx = 0, bestCy = 0; for (int dy = -1; dy <= 1; ++dy) { for (int dx = -1; dx <= 1; ++dx) { int cx = cx0 + dx; int cy = cy0 + dy; float jx = (hash01(cx, cy, 0) - 0.5f) * 0.6f; float jy = (hash01(cx, cy, 1) - 0.5f) * 0.6f; float ccx = (cx + 0.5f + jx) * grainSize; float ccy = (cy + 0.5f + jy) * grainSize; float dxp = x - ccx, dyp = y - ccy; float d = std::sqrt(dxp * dxp + dyp * dyp); if (d < bestD) { second = bestD; bestD = d; bestCx = cx; bestCy = cy; } else if (d < second) { second = d; } } } // Boundary darkness: closer to the cell border // = darker. Scaled by grainSize for resolution // independence. float boundary = (second - bestD) / grainSize; float boundaryShade = std::clamp(boundary * 1.5f, 0.4f, 1.0f); // Per-cell tint: ±15% lightness. float tint = 0.85f + 0.30f * hash01(bestCx, bestCy, 2); float shade = boundaryShade * tint; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = static_cast( std::clamp(lr * shade, 0.0f, 255.0f)); pixels[i2 + 1] = static_cast( std::clamp(lg * shade, 0.0f, 255.0f)); pixels[i2 + 2] = static_cast( std::clamp(lb * shade, 0.0f, 255.0f)); } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-leather: 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(" grain size : %d px\n", grainSize); std::printf(" seed : %u\n", seed); return 0; } int handleSand(int& i, int argc, char** argv) { // 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(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; } 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 pixels(static_cast(W) * H * 3, 0); const float pi = 3.14159265358979f; float seedF = static_cast(seed); // Pre-compute one ripple offset per row so dunes flow // smoothly along Y rather than being identical at each row. std::vector 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(y) * W + x) * 3; pixels[i2 + 0] = static_cast( std::clamp(br * shade, 0.0f, 255.0f)); pixels[i2 + 1] = static_cast( std::clamp(bg * shade, 0.0f, 255.0f)); pixels[i2 + 2] = static_cast( 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; } int handleSnow(int& i, int argc, char** argv) { // Snow texture: cool-white base with very subtle blueish // tint variation (the soft uneven luminance of fresh // powder), plus scattered single-pixel "sparkles" at // bright white where ice crystals catch light. std::string outPath = argv[++i]; std::string baseHex = argv[++i]; uint32_t seed = 1; float density = 0.005f; // fraction of pixels that sparkle int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { density = std::stof(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 || density < 0.0f || density > 0.5f) { std::fprintf(stderr, "gen-texture-snow: invalid dims (W/H 1..8192, density 0..0.5)\n"); return 1; } uint8_t br, bg, bb_; if (!parseHex(baseHex, br, bg, bb_)) { std::fprintf(stderr, "gen-texture-snow: '%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 pixels(static_cast(W) * H * 3, 0); // Soft luminance variation via low-frequency cosine // sums — gives the surface a gently uneven powdery // look rather than a flat field. float seedF = static_cast(seed); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float wave = std::cos(x * 0.03f + seedF) * std::cos(y * 0.04f + seedF * 0.7f); float jitter = (next01() - 0.5f) * 0.04f; float shade = 1.0f + 0.05f * wave + jitter; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = static_cast( std::clamp(br * shade, 0.0f, 255.0f)); pixels[i2 + 1] = static_cast( std::clamp(bg * shade, 0.0f, 255.0f)); pixels[i2 + 2] = static_cast( std::clamp(bb_ * shade, 0.0f, 255.0f)); } } // Sparkle pass: scatter bright single-pixel highlights. int sparkles = static_cast(W * H * density); for (int s = 0; s < sparkles; ++s) { int sx = static_cast(next01() * W); int sy = static_cast(next01() * H); size_t i2 = (static_cast(sy) * W + sx) * 3; pixels[i2 + 0] = 255; pixels[i2 + 1] = 255; pixels[i2 + 2] = 255; } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-snow: 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(" density : %.4f (%d sparkles)\n", density, sparkles); std::printf(" seed : %u\n", seed); return 0; } int handleLava(int& i, int argc, char** argv) { // Lava texture: dark cooled-crust base with bright // glowing cracks tracing Worley cell boundaries — the // canonical "broken obsidian shell over magma" look. // Same cellular noise structure as gen-texture-cobble // but the boundary regions glow hot instead of darken. std::string outPath = argv[++i]; std::string darkHex = argv[++i]; std::string hotHex = argv[++i]; uint32_t seed = 1; int crackScale = 32; // average cell size in px int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { crackScale = 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 || crackScale < 8 || crackScale > 512) { std::fprintf(stderr, "gen-texture-lava: invalid dims (W/H 1..8192, crackScale 8..512)\n"); return 1; } uint8_t dr, dg, db, hr, hg, hb; if (!parseHex(darkHex, dr, dg, db)) { std::fprintf(stderr, "gen-texture-lava: '%s' is not a valid hex color\n", darkHex.c_str()); return 1; } if (!parseHex(hotHex, hr, hg, hb)) { std::fprintf(stderr, "gen-texture-lava: '%s' is not a valid hex color\n", hotHex.c_str()); return 1; } auto hash01 = [seed](int cx, int cy, int comp) -> float { uint32_t h = static_cast(cx) * 374761393u + static_cast(cy) * 668265263u + seed * 2147483647u + static_cast(comp) * 16777619u; h = (h ^ (h >> 13)) * 1274126177u; h = h ^ (h >> 16); return (h >> 8) * (1.0f / 16777216.0f); }; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { int cy0 = y / crackScale; for (int x = 0; x < W; ++x) { int cx0 = x / crackScale; float bestD = 1e9f, second = 1e9f; for (int dy = -1; dy <= 1; ++dy) { for (int dx = -1; dx <= 1; ++dx) { int cx = cx0 + dx; int cy = cy0 + dy; float jx = (hash01(cx, cy, 0) - 0.5f) * 0.7f; float jy = (hash01(cx, cy, 1) - 0.5f) * 0.7f; float ccx = (cx + 0.5f + jx) * crackScale; float ccy = (cy + 0.5f + jy) * crackScale; float dxp = x - ccx, dyp = y - ccy; float d = std::sqrt(dxp * dxp + dyp * dyp); if (d < bestD) { second = bestD; bestD = d; } else if (d < second) { second = d; } } } // Boundary intensity: thin glow band where the // distance to the second-closest center is // close to the distance to the closest. Glow // strength falls off as we move away from the // crack into the cell interior. float boundary = (second - bestD) / crackScale; float crackWidth = 0.08f; float glow = 0.0f; if (boundary < crackWidth) { // Inside the crack — bright hot color. glow = 1.0f - boundary / crackWidth; } else if (boundary < crackWidth * 4.0f) { // Penumbra: soft glow falling off into crust. glow = 0.3f * (1.0f - (boundary - crackWidth) / (crackWidth * 3.0f)); } glow = std::clamp(glow, 0.0f, 1.0f); uint8_t r = static_cast(dr * (1 - glow) + hr * glow); uint8_t g = static_cast(dg * (1 - glow) + hg * glow); uint8_t b = static_cast(db * (1 - glow) + hb * glow); size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = r; pixels[i2 + 1] = g; pixels[i2 + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-lava: 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(" dark/hot : %s / %s\n", darkHex.c_str(), hotHex.c_str()); std::printf(" crack scale : %d px\n", crackScale); std::printf(" seed : %u\n", seed); return 0; } int handleGradient(int& i, int argc, char** argv) { // Linear two-color gradient. Useful for sky strips, UI // fills, glow rings, dirt-on-grass terrain blends — the // common "fade" cases that --gen-texture's solid/checker/ // grid don't cover. // // Direction: "vertical" (top→bottom, default) or // "horizontal" (left→right). Colors are hex like // --gen-texture. std::string outPath = argv[++i]; std::string fromHex = argv[++i]; std::string toHex = argv[++i]; bool horizontal = false; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { std::string dir = argv[i + 1]; std::transform(dir.begin(), dir.end(), dir.begin(), [](unsigned char c) { return std::tolower(c); }); if (dir == "horizontal" || dir == "vertical") { horizontal = (dir == "horizontal"); i++; } } 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) { std::fprintf(stderr, "gen-texture-gradient: invalid size %dx%d (1..8192)\n", W, H); return 1; } // Hex parser: shared local helper for both endpoints. Same // RRGGBB / RGB rules as --gen-texture. uint8_t r0, g0, b0, r1, g1, b1; if (!parseHex(fromHex, r0, g0, b0)) { std::fprintf(stderr, "gen-texture-gradient: '%s' is not a valid hex color\n", fromHex.c_str()); return 1; } if (!parseHex(toHex, r1, g1, b1)) { std::fprintf(stderr, "gen-texture-gradient: '%s' is not a valid hex color\n", toHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float t; if (horizontal) { t = (W <= 1) ? 0.0f : float(x) / float(W - 1); } else { t = (H <= 1) ? 0.0f : float(y) / float(H - 1); } auto lerp = [](uint8_t a, uint8_t b, float t) { return static_cast(a + (b - a) * t + 0.5f); }; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = lerp(r0, r1, t); pixels[i2 + 1] = lerp(g0, g1, t); pixels[i2 + 2] = lerp(b0, b1, t); } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-gradient: 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(" direction : %s\n", horizontal ? "horizontal" : "vertical"); std::printf(" from : %s (rgb %u,%u,%u)\n", fromHex.c_str(), r0, g0, b0); std::printf(" to : %s (rgb %u,%u,%u)\n", toHex.c_str(), r1, g1, b1); return 0; } int handleNoise(int& i, int argc, char** argv) { // Smooth value-noise PNG. Useful for terrain detail // overlays, dirt/grass blends, magic-fog backdrops — // anywhere a "natural-looking" pseudo-random texture // beats a flat color or grid. // // Algorithm: bilinearly-interpolated 16×16 random lattice // sampled per pixel. Cheaper than perlin and produces a // similar visual signal at this resolution. // // Deterministic from the integer seed so CI runs and // re-runs are reproducible. Output is grayscale // (R==G==B per pixel) so users can tint it externally. std::string outPath = argv[++i]; uint32_t seed = 1; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(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) { std::fprintf(stderr, "gen-texture-noise: invalid size %dx%d (1..8192)\n", W, H); return 1; } // Tiny LCG (numerical recipes constants) so noise is // dependency-free and bit-for-bit identical across // platforms. const int latticeSize = 17; // 16 cells × bilinear corners std::vector lattice(latticeSize * latticeSize); uint32_t state = seed ? seed : 1u; auto next = [&]() -> float { state = state * 1664525u + 1013904223u; return (state >> 8) / float(1 << 24); }; for (auto& v : lattice) v = next(); std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { float fy = static_cast(y) / H * (latticeSize - 1); int yi = static_cast(fy); if (yi >= latticeSize - 1) yi = latticeSize - 2; float fty = fy - yi; // Smoothstep so cell boundaries don't show as bands. float ty = fty * fty * (3.0f - 2.0f * fty); for (int x = 0; x < W; ++x) { float fx = static_cast(x) / W * (latticeSize - 1); int xi = static_cast(fx); if (xi >= latticeSize - 1) xi = latticeSize - 2; float ftx = fx - xi; float tx = ftx * ftx * (3.0f - 2.0f * ftx); float a = lattice[yi * latticeSize + xi]; float b = lattice[yi * latticeSize + xi + 1]; float c = lattice[(yi + 1) * latticeSize + xi]; float d = lattice[(yi + 1) * latticeSize + xi + 1]; float ab = a + (b - a) * tx; float cd = c + (d - c) * tx; float v = ab + (cd - ab) * ty; uint8_t g = static_cast(v * 255.0f + 0.5f); size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = g; pixels[i2 + 1] = g; pixels[i2 + 2] = g; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-noise: 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(" seed : %u\n", seed); std::printf(" type : smooth value noise (16x16 bilinear lattice)\n"); return 0; } int handleNoiseColor(int& i, int argc, char** argv) { // Two-color noise blend: same value-noise function as // --gen-texture-noise but interpolated between two RGB // endpoints rather than emitted as grayscale. Useful // for terrain detail (grass+dirt mottle), magic fog, // marble veining, or any "natural variation" pass that // shouldn't be desaturated. std::string outPath = argv[++i]; std::string aHex = argv[++i]; std::string bHex = argv[++i]; uint32_t seed = 1; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(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) { std::fprintf(stderr, "gen-texture-noise-color: invalid size %dx%d\n", W, H); return 1; } uint8_t ra, ga, ba, rb, gb, bb; if (!parseHex(aHex, ra, ga, ba)) { std::fprintf(stderr, "gen-texture-noise-color: '%s' is not a valid hex color\n", aHex.c_str()); return 1; } if (!parseHex(bHex, rb, gb, bb)) { std::fprintf(stderr, "gen-texture-noise-color: '%s' is not a valid hex color\n", bHex.c_str()); return 1; } // Same noise pipeline as --gen-texture-noise. const int latticeSize = 17; std::vector lattice(latticeSize * latticeSize); uint32_t state = seed ? seed : 1u; auto next = [&]() -> float { state = state * 1664525u + 1013904223u; return (state >> 8) / float(1 << 24); }; for (auto& v : lattice) v = next(); std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { float fy = static_cast(y) / H * (latticeSize - 1); int yi = static_cast(fy); if (yi >= latticeSize - 1) yi = latticeSize - 2; float fty = fy - yi; float ty = fty * fty * (3.0f - 2.0f * fty); for (int x = 0; x < W; ++x) { float fx = static_cast(x) / W * (latticeSize - 1); int xi = static_cast(fx); if (xi >= latticeSize - 1) xi = latticeSize - 2; float ftx = fx - xi; float tx = ftx * ftx * (3.0f - 2.0f * ftx); float a = lattice[yi * latticeSize + xi]; float b = lattice[yi * latticeSize + xi + 1]; float c = lattice[(yi + 1) * latticeSize + xi]; float d = lattice[(yi + 1) * latticeSize + xi + 1]; float ab = a + (b - a) * tx; float cd = c + (d - c) * tx; float v = ab + (cd - ab) * ty; auto lerp = [](uint8_t lo, uint8_t hi, float t) { return static_cast(lo + (hi - lo) * t + 0.5f); }; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = lerp(ra, rb, v); pixels[i2 + 1] = lerp(ga, gb, v); pixels[i2 + 2] = lerp(ba, bb, v); } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-noise-color: 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(" seed : %u\n", seed); std::printf(" from : %s\n", aHex.c_str()); std::printf(" to : %s\n", bHex.c_str()); return 0; } int handleRadial(int& i, int argc, char** argv) { // Radial gradient: centerHex at the image center fading // smoothly to edgeHex at the corner. Useful for spell // glow rings, vignettes, soft-edged decals — the // common "circular blob" cases that linear gradients // can't produce. // // Distance is normalized so the corner is t=1 (image is // not necessarily square). A smoothstep curve gives a // soft falloff rather than a harsh disc edge. std::string outPath = argv[++i]; std::string centerHex = argv[++i]; std::string edgeHex = argv[++i]; int W = 256, H = 256; 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) { std::fprintf(stderr, "gen-texture-radial: invalid size %dx%d (1..8192)\n", W, H); return 1; } uint8_t rc, gc, bc, re, ge, be; if (!parseHex(centerHex, rc, gc, bc)) { std::fprintf(stderr, "gen-texture-radial: '%s' is not a valid hex color\n", centerHex.c_str()); return 1; } if (!parseHex(edgeHex, re, ge, be)) { std::fprintf(stderr, "gen-texture-radial: '%s' is not a valid hex color\n", edgeHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); float cx = (W - 1) * 0.5f; float cy = (H - 1) * 0.5f; // Max distance is the corner (cx, cy itself = half-diag). float maxD = std::sqrt(cx * cx + cy * cy); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float dx = x - cx; float dy = y - cy; float d = std::sqrt(dx * dx + dy * dy); float t = (maxD > 0) ? (d / maxD) : 0.0f; if (t > 1.0f) t = 1.0f; // Smoothstep so the falloff is soft. float smt = t * t * (3.0f - 2.0f * t); auto lerp = [](uint8_t a, uint8_t b, float t) { return static_cast(a + (b - a) * t + 0.5f); }; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = lerp(rc, re, smt); pixels[i2 + 1] = lerp(gc, ge, smt); pixels[i2 + 2] = lerp(bc, be, smt); } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-radial: 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(" center : %s (rgb %u,%u,%u)\n", centerHex.c_str(), rc, gc, bc); std::printf(" edge : %s (rgb %u,%u,%u)\n", edgeHex.c_str(), re, ge, be); return 0; } int handleStripes(int& i, int argc, char** argv) { // Two-color stripe pattern. Stripe width in pixels, plus // direction (diagonal default, or horizontal/vertical). // Useful for caution tape, marble bands, hazard markers, // and racing-style start/finish flags — patterns that // checker/grid don't capture. std::string outPath = argv[++i]; std::string aHex = argv[++i]; std::string bHex = argv[++i]; int stripePx = 16; std::string dir = "diagonal"; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { stripePx = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { std::string d = argv[i + 1]; std::transform(d.begin(), d.end(), d.begin(), [](unsigned char c) { return std::tolower(c); }); if (d == "diagonal" || d == "horizontal" || d == "vertical") { dir = d; i++; } } 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 || stripePx < 1 || stripePx > 4096) { std::fprintf(stderr, "gen-texture-stripes: invalid dims (W/H 1..8192, stripe 1..4096)\n"); return 1; } uint8_t ra, ga, ba, rb, gb, bb; if (!parseHex(aHex, ra, ga, ba)) { std::fprintf(stderr, "gen-texture-stripes: '%s' is not a valid hex color\n", aHex.c_str()); return 1; } if (!parseHex(bHex, rb, gb, bb)) { std::fprintf(stderr, "gen-texture-stripes: '%s' is not a valid hex color\n", bHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { int proj; if (dir == "horizontal") proj = y; else if (dir == "vertical") proj = x; else proj = x + y; bool isA = ((proj / stripePx) & 1) == 0; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = isA ? ra : rb; pixels[i2 + 1] = isA ? ga : gb; pixels[i2 + 2] = isA ? ba : bb; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-stripes: 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(" direction : %s\n", dir.c_str()); std::printf(" stripe : %d px\n", stripePx); std::printf(" colors : %s + %s\n", aHex.c_str(), bHex.c_str()); return 0; } int handleDots(int& i, int argc, char** argv) { // Polka-dot pattern: solid background with circular dots // on a regular grid. Useful for fabric/clothing textures, // game-board patterns, or quick decorative tiling. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string dotHex = argv[++i]; int radius = 8, spacing = 32; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { radius = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { spacing = 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 || radius < 1 || radius > 1024 || spacing < 2 || spacing > 4096) { std::fprintf(stderr, "gen-texture-dots: invalid dims (W/H 1..8192, radius 1..1024, spacing 2..4096)\n"); return 1; } uint8_t br, bg, bb, dr, dg, db; if (!parseHex(bgHex, br, bg, bb)) { std::fprintf(stderr, "gen-texture-dots: '%s' is not a valid hex color\n", bgHex.c_str()); return 1; } if (!parseHex(dotHex, dr, dg, db)) { std::fprintf(stderr, "gen-texture-dots: '%s' is not a valid hex color\n", dotHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); float r2 = static_cast(radius) * radius; for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { // Distance to the nearest grid point. int gx = (x + spacing / 2) / spacing * spacing; int gy = (y + spacing / 2) / spacing * spacing; float dx = static_cast(x - gx); float dy = static_cast(y - gy); bool inDot = (dx * dx + dy * dy) < r2; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = inDot ? dr : br; pixels[i2 + 1] = inDot ? dg : bg; pixels[i2 + 2] = inDot ? db : bb; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-dots: 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(" bg : %s\n", bgHex.c_str()); std::printf(" dot : %s\n", dotHex.c_str()); std::printf(" radius : %d px\n", radius); std::printf(" spacing : %d px\n", spacing); return 0; } int handleRings(int& i, int argc, char** argv) { // Concentric rings centered on the image. Useful for // archery targets, magic seal floors, dartboards, hypnosis // visuals — anywhere a "circular alternation" reads as // intentional design. std::string outPath = argv[++i]; std::string aHex = argv[++i]; std::string bHex = argv[++i]; int ringPx = 16; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { ringPx = 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 || ringPx < 1 || ringPx > 4096) { std::fprintf(stderr, "gen-texture-rings: invalid dims (W/H 1..8192, ringPx 1..4096)\n"); return 1; } uint8_t ra, ga, ba, rb, gb, bb; if (!parseHex(aHex, ra, ga, ba)) { std::fprintf(stderr, "gen-texture-rings: '%s' is not a valid hex color\n", aHex.c_str()); return 1; } if (!parseHex(bHex, rb, gb, bb)) { std::fprintf(stderr, "gen-texture-rings: '%s' is not a valid hex color\n", bHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); float cx = (W - 1) * 0.5f; float cy = (H - 1) * 0.5f; for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float dx = x - cx; float dy = y - cy; float d = std::sqrt(dx * dx + dy * dy); bool isA = (static_cast(d / ringPx) & 1) == 0; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = isA ? ra : rb; pixels[i2 + 1] = isA ? ga : gb; pixels[i2 + 2] = isA ? ba : bb; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-rings: 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(" ring px : %d\n", ringPx); std::printf(" colors : %s + %s\n", aHex.c_str(), bHex.c_str()); return 0; } int handleChecker(int& i, int argc, char** argv) { // Two-color checkerboard with custom colors. The // existing --gen-texture's "checker" pattern is fixed // black/white at 32px; this is the configurable variant // for game boards, kitchen floors, hazard markers in // colors other than monochrome. std::string outPath = argv[++i]; std::string aHex = argv[++i]; std::string bHex = argv[++i]; int cellPx = 32; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { cellPx = 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 || cellPx < 1 || cellPx > 4096) { std::fprintf(stderr, "gen-texture-checker: invalid dims (W/H 1..8192, cellPx 1..4096)\n"); return 1; } uint8_t ra, ga, ba, rb, gb, bb; if (!parseHex(aHex, ra, ga, ba)) { std::fprintf(stderr, "gen-texture-checker: '%s' is not a valid hex color\n", aHex.c_str()); return 1; } if (!parseHex(bHex, rb, gb, bb)) { std::fprintf(stderr, "gen-texture-checker: '%s' is not a valid hex color\n", bHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { bool isA = ((x / cellPx) + (y / cellPx)) % 2 == 0; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = isA ? ra : rb; pixels[i2 + 1] = isA ? ga : gb; pixels[i2 + 2] = isA ? ba : bb; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-checker: 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(" cell px : %d\n", cellPx); std::printf(" colors : %s + %s\n", aHex.c_str(), bHex.c_str()); return 0; } int handleBrick(int& i, int argc, char** argv) { // Brick wall pattern: rectangular bricks with offset rows // (each row shifted by half a brick width) and mortar // lines between. Useful for walls, chimneys, paths, // medieval-zone props. std::string outPath = argv[++i]; std::string brickHex = argv[++i]; std::string mortarHex = argv[++i]; int brickW = 64, brickH = 24, mortarPx = 4; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { brickW = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { brickH = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { mortarPx = 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 || brickW < 4 || brickW > 4096 || brickH < 4 || brickH > 4096 || mortarPx < 0 || mortarPx > brickH / 2) { std::fprintf(stderr, "gen-texture-brick: invalid dims (W/H 1..8192, brick 4..4096, mortar < brickH/2)\n"); return 1; } uint8_t br, bg, bb_, mr, mg, mb; if (!parseHex(brickHex, br, bg, bb_)) { std::fprintf(stderr, "gen-texture-brick: '%s' is not a valid hex color\n", brickHex.c_str()); return 1; } if (!parseHex(mortarHex, mr, mg, mb)) { std::fprintf(stderr, "gen-texture-brick: '%s' is not a valid hex color\n", mortarHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); int rowH = brickH; // total row height (brick + mortar) int halfBrick = brickW / 2; for (int y = 0; y < H; ++y) { int row = y / rowH; int yInRow = y % rowH; bool inMortarH = (yInRow < mortarPx); int xOffset = (row & 1) ? halfBrick : 0; for (int x = 0; x < W; ++x) { int xS = (x + xOffset) % brickW; bool inMortarV = (xS < mortarPx); bool isMortar = inMortarH || inMortarV; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = isMortar ? mr : br; pixels[i2 + 1] = isMortar ? mg : bg; pixels[i2 + 2] = isMortar ? mb : bb_; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-brick: 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(" brick : %d × %d px (%s)\n", brickW, brickH, brickHex.c_str()); std::printf(" mortar : %d px (%s)\n", mortarPx, mortarHex.c_str()); return 0; } int handleWood(int& i, int argc, char** argv) { // Wood grain pattern: vertical streaks of varying width // alternating between light and dark hues, plus a few // pseudo-random "knots" (small dark dots). Suitable for // doors, planks, fences, crates. std::string outPath = argv[++i]; std::string lightHex = argv[++i]; std::string darkHex = argv[++i]; int spacing = 12; // average grain spacing in px uint32_t seed = 1; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { spacing = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(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 || spacing < 2 || spacing > 256) { std::fprintf(stderr, "gen-texture-wood: invalid dims (W/H 1..8192, spacing 2..256)\n"); return 1; } uint8_t lr, lg, lb, dr, dg, db; if (!parseHex(lightHex, lr, lg, lb)) { std::fprintf(stderr, "gen-texture-wood: '%s' is not a valid hex color\n", lightHex.c_str()); return 1; } if (!parseHex(darkHex, dr, dg, db)) { std::fprintf(stderr, "gen-texture-wood: '%s' is not a valid hex color\n", darkHex.c_str()); return 1; } // Tiny LCG so output is reproducible from `seed` alone // without pulling in . uint32_t state = seed ? seed : 1u; auto next01 = [&state]() -> float { state = state * 1664525u + 1013904223u; return (state >> 8) * (1.0f / 16777216.0f); }; // Pre-compute per-column "darkness" weight by accumulating // grain bands of varying width across the image. A band's // weight bleeds into a few neighbors so transitions feel // soft rather than blocky. std::vector colWeight(W, 0.0f); int x = 0; while (x < W) { int width = spacing + static_cast(next01() * spacing); float weight = next01(); // 0..1 int feather = std::max(1, width / 6); for (int dx = -feather; dx < width + feather; ++dx) { int cx = x + dx; if (cx < 0 || cx >= W) continue; float t = 1.0f; if (dx < 0) t = 1.0f + dx / static_cast(feather); else if (dx >= width) t = 1.0f - (dx - width) / static_cast(feather); colWeight[cx] = std::max(colWeight[cx], weight * t); } x += width; } std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { // Slight Y-axis warp so streaks aren't perfectly straight float yWave = std::sin(y * 0.025f) * 1.5f; for (int xi = 0; xi < W; ++xi) { int sx = xi + static_cast(yWave); if (sx < 0) sx = 0; if (sx >= W) sx = W - 1; float w = colWeight[sx]; uint8_t r = static_cast(lr * (1 - w) + dr * w); uint8_t g = static_cast(lg * (1 - w) + dg * w); uint8_t b = static_cast(lb * (1 - w) + db * w); size_t i2 = (static_cast(y) * W + xi) * 3; pixels[i2 + 0] = r; pixels[i2 + 1] = g; pixels[i2 + 2] = b; } } // Sprinkle a handful of round "knots" using the same LCG. int knotCount = std::max(1, (W * H) / 32768); for (int k = 0; k < knotCount; ++k) { int kx = static_cast(next01() * W); int ky = static_cast(next01() * H); int radius = 3 + static_cast(next01() * 4); for (int dy = -radius; dy <= radius; ++dy) { for (int dx = -radius; dx <= radius; ++dx) { int px = kx + dx, py = ky + dy; if (px < 0 || py < 0 || px >= W || py >= H) continue; float d = std::sqrt(static_cast(dx * dx + dy * dy)); if (d > radius) continue; float t = 1.0f - d / radius; size_t i2 = (static_cast(py) * W + px) * 3; pixels[i2 + 0] = static_cast(pixels[i2 + 0] * (1 - t) + dr * t); pixels[i2 + 1] = static_cast(pixels[i2 + 1] * (1 - t) + dg * t); pixels[i2 + 2] = static_cast(pixels[i2 + 2] * (1 - t) + db * t); } } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-wood: 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(" light/dark: %s / %s\n", lightHex.c_str(), darkHex.c_str()); std::printf(" spacing : %d px\n", spacing); std::printf(" knots : %d\n", knotCount); std::printf(" seed : %u\n", seed); return 0; } int handleGrass(int& i, int argc, char** argv) { // Tiling grass texture. Starts from a slightly perturbed // base color (per-pixel jitter so the field doesn't read // as flat), then sprinkles short blade highlights using // the brighter blade color. Density controls roughly // what fraction of pixels get touched by a blade. std::string outPath = argv[++i]; std::string baseHex = argv[++i]; std::string bladeHex = argv[++i]; float density = 0.15f; uint32_t seed = 1; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { density = std::stof(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(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 || density < 0.0f || density > 1.0f) { std::fprintf(stderr, "gen-texture-grass: invalid dims (W/H 1..8192, density 0..1)\n"); return 1; } uint8_t br, bg, bb_, gr, gg, gb; if (!parseHex(baseHex, br, bg, bb_)) { std::fprintf(stderr, "gen-texture-grass: '%s' is not a valid hex color\n", baseHex.c_str()); return 1; } if (!parseHex(bladeHex, gr, gg, gb)) { std::fprintf(stderr, "gen-texture-grass: '%s' is not a valid hex color\n", bladeHex.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 pixels(static_cast(W) * H * 3, 0); // Base layer: per-pixel jitter ±10 around the base color. for (int y = 0; y < H; ++y) { for (int xi = 0; xi < W; ++xi) { float j = (next01() - 0.5f) * 20.0f; int r = std::clamp(static_cast(br) + static_cast(j), 0, 255); int g = std::clamp(static_cast(bg) + static_cast(j), 0, 255); int b = std::clamp(static_cast(bb_) + static_cast(j), 0, 255); size_t i2 = (static_cast(y) * W + xi) * 3; pixels[i2 + 0] = static_cast(r); pixels[i2 + 1] = static_cast(g); pixels[i2 + 2] = static_cast(b); } } // Blades: short vertical strokes at random positions. // Stroke length 2-5px, alpha-blended toward bladeHex. int strokeCount = static_cast(W * H * density * 0.05f); for (int s = 0; s < strokeCount; ++s) { int sx = static_cast(next01() * W); int sy = static_cast(next01() * H); int slen = 2 + static_cast(next01() * 4); float t = 0.4f + next01() * 0.4f; // blade strength for (int dy = 0; dy < slen; ++dy) { int py = (sy + dy) % H; // wrap so texture tiles int px = sx; size_t i2 = (static_cast(py) * W + px) * 3; pixels[i2 + 0] = static_cast(pixels[i2 + 0] * (1 - t) + gr * t); pixels[i2 + 1] = static_cast(pixels[i2 + 1] * (1 - t) + gg * t); pixels[i2 + 2] = static_cast(pixels[i2 + 2] * (1 - t) + gb * t); } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-grass: 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/blade: %s / %s\n", baseHex.c_str(), bladeHex.c_str()); std::printf(" density : %.3f\n", density); std::printf(" blades : %d\n", strokeCount); std::printf(" seed : %u\n", seed); return 0; } int handleFabric(int& i, int argc, char** argv) { // Woven fabric pattern. We model an over/under weave: each // "cell" of size threadPx × threadPx is alternately a warp // (vertical) thread or a weft (horizontal) thread. Within // a thread, brightness shades from edge to center so the // weave reads as 3D yarn rather than flat checkerboard. std::string outPath = argv[++i]; std::string warpHex = argv[++i]; std::string weftHex = argv[++i]; int threadPx = 4; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { threadPx = 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 || threadPx < 2 || threadPx > 256) { std::fprintf(stderr, "gen-texture-fabric: invalid dims (W/H 1..8192, threadPx 2..256)\n"); return 1; } uint8_t wr, wg, wb, fr, fg, fb; if (!parseHex(warpHex, wr, wg, wb)) { std::fprintf(stderr, "gen-texture-fabric: '%s' is not a valid hex color\n", warpHex.c_str()); return 1; } if (!parseHex(weftHex, fr, fg, fb)) { std::fprintf(stderr, "gen-texture-fabric: '%s' is not a valid hex color\n", weftHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { int cy = y / threadPx; int yInCell = y % threadPx; for (int x = 0; x < W; ++x) { int cx = x / threadPx; int xInCell = x % threadPx; // Plain weave: alternate warp/weft per cell on // a checkerboard. Warp threads run vertically // (so we shade across xInCell), weft threads // run horizontally (shade across yInCell). bool isWarp = ((cx + cy) & 1) == 0; int across = isWarp ? xInCell : yInCell; float t = static_cast(across) / (threadPx - 1); // Center is brighter, edges darker — gives the // illusion of a rounded yarn cross-section. float shade = 1.0f - 0.4f * std::abs(t - 0.5f) * 2.0f; uint8_t r = isWarp ? static_cast(wr * shade) : static_cast(fr * shade); uint8_t g = isWarp ? static_cast(wg * shade) : static_cast(fg * shade); uint8_t b = isWarp ? static_cast(wb * shade) : static_cast(fb * shade); size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = r; pixels[i2 + 1] = g; pixels[i2 + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-fabric: 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(" warp/weft : %s / %s\n", warpHex.c_str(), weftHex.c_str()); std::printf(" thread px : %d\n", threadPx); return 0; } int handleTile(int& i, int argc, char** argv) { // Square stone tile pattern: each cell is one tile face, // separated by grout lines on every grid edge. Tiles get // small per-tile shade jitter so the surface doesn't read // as a flat regular grid; grout is the constant separator // color. Floors, plaza paving, dungeon walls. std::string outPath = argv[++i]; std::string tileHex = argv[++i]; std::string groutHex = argv[++i]; int tilePx = 32; int groutPx = 2; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { tilePx = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { groutPx = 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 || tilePx < 4 || tilePx > 1024 || groutPx < 0 || groutPx > tilePx / 2) { std::fprintf(stderr, "gen-texture-tile: invalid dims (W/H 1..8192, tile 4..1024, grout < tile/2)\n"); return 1; } uint8_t tr, tg, tb, gr, gg, gb; if (!parseHex(tileHex, tr, tg, tb)) { std::fprintf(stderr, "gen-texture-tile: '%s' is not a valid hex color\n", tileHex.c_str()); return 1; } if (!parseHex(groutHex, gr, gg, gb)) { std::fprintf(stderr, "gen-texture-tile: '%s' is not a valid hex color\n", groutHex.c_str()); return 1; } // Per-tile shade jitter. Hash the integer cell coords for // a stable shade per tile so adjacent tiles look distinct. auto cellShade = [](int cx, int cy) -> float { uint32_t h = static_cast(cx) * 374761393u + static_cast(cy) * 668265263u; h = (h ^ (h >> 13)) * 1274126177u; h = h ^ (h >> 16); float n = (h >> 8) * (1.0f / 16777216.0f); // 0..1 return 0.92f + 0.16f * n; // 0.92..1.08 }; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { int cy = y / tilePx; int yInCell = y % tilePx; bool yGrout = (yInCell < groutPx); for (int x = 0; x < W; ++x) { int cx = x / tilePx; int xInCell = x % tilePx; bool xGrout = (xInCell < groutPx); size_t i2 = (static_cast(y) * W + x) * 3; if (xGrout || yGrout) { pixels[i2 + 0] = gr; pixels[i2 + 1] = gg; pixels[i2 + 2] = gb; } else { float shade = cellShade(cx, cy); pixels[i2 + 0] = static_cast( std::clamp(tr * shade, 0.0f, 255.0f)); pixels[i2 + 1] = static_cast( std::clamp(tg * shade, 0.0f, 255.0f)); pixels[i2 + 2] = static_cast( std::clamp(tb * shade, 0.0f, 255.0f)); } } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-tile: 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(" tile/grout : %s / %s\n", tileHex.c_str(), groutHex.c_str()); std::printf(" tile px : %d\n", tilePx); std::printf(" grout px : %d\n", groutPx); return 0; } int handleBark(int& i, int argc, char** argv) { // Tree bark: vertical wavy streaks (the trunk's growth lines) // plus dark vertical cracks at random columns (where bark // splits as the tree expands). Streaks waver per row via a // smooth cosine offset so the texture doesn't look gridded. std::string outPath = argv[++i]; std::string baseHex = argv[++i]; std::string crackHex = argv[++i]; uint32_t seed = 1; float density = 0.04f; // fraction of columns that become cracks int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { density = std::stof(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 || density < 0.0f || density > 0.5f) { std::fprintf(stderr, "gen-texture-bark: invalid dims (W/H 1..8192, density 0..0.5)\n"); return 1; } uint8_t br, bg, bb_, cr, cg, cb; if (!parseHex(baseHex, br, bg, bb_)) { std::fprintf(stderr, "gen-texture-bark: '%s' is not a valid hex color\n", baseHex.c_str()); return 1; } if (!parseHex(crackHex, cr, cg, cb)) { std::fprintf(stderr, "gen-texture-bark: '%s' is not a valid hex color\n", crackHex.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); }; // Pick crack columns up front (sparse). int crackCount = static_cast(W * density); std::vector crackCols; crackCols.reserve(crackCount); for (int k = 0; k < crackCount; ++k) { crackCols.push_back(static_cast(next01() * W)); } std::vector pixels(static_cast(W) * H * 3, 0); float seedF = static_cast(seed); // Per-column shade variation (each vertical streak has its own // brightness derived from a column hash). Pre-compute so each // pixel just reads the column. std::vector colShade(W); for (int x = 0; x < W; ++x) { // Stable column hash → 0.85..1.10 shade uint32_t h = static_cast(x) * 2654435761u + seed; h = (h ^ (h >> 13)) * 1274126177u; h = h ^ (h >> 16); float n = (h >> 8) * (1.0f / 16777216.0f); colShade[x] = 0.85f + 0.25f * n; } for (int y = 0; y < H; ++y) { // Slow horizontal sway so vertical streaks waver per row. float sway = std::sin(y * 0.04f + seedF * 0.3f) * 1.5f; for (int x = 0; x < W; ++x) { int sx = x + static_cast(sway); if (sx < 0) sx = 0; if (sx >= W) sx = W - 1; float shade = colShade[sx]; uint8_t r = static_cast(std::clamp(br * shade, 0.0f, 255.0f)); uint8_t g = static_cast(std::clamp(bg * shade, 0.0f, 255.0f)); uint8_t b = static_cast(std::clamp(bb_ * shade, 0.0f, 255.0f)); // Crack overlay: any pixel within 1 px of a crack column // (with sway applied) becomes the crack color. for (int cc : crackCols) { if (std::abs(sx - cc) <= 1) { r = cr; g = cg; b = cb; break; } } size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = r; pixels[i2 + 1] = g; pixels[i2 + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-bark: 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/crack : %s / %s\n", baseHex.c_str(), crackHex.c_str()); std::printf(" density : %.4f (%d cracks)\n", density, crackCount); std::printf(" seed : %u\n", seed); return 0; } int handleClouds(int& i, int argc, char** argv) { // Sky with puffy clouds. Multi-octave smooth noise (4 // octaves of cosine-product noise at doubling frequencies) // gives soft cloud blobs; the result is thresholded by // `coverage` so values above the threshold blend toward // cloud color, and values below fade smoothly to sky. std::string outPath = argv[++i]; std::string skyHex = argv[++i]; std::string cloudHex = argv[++i]; uint32_t seed = 1; float coverage = 0.5f; // 0=clear sky, 1=overcast int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { coverage = std::stof(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 || coverage < 0.0f || coverage > 1.0f) { std::fprintf(stderr, "gen-texture-clouds: invalid dims (W/H 1..8192, coverage 0..1)\n"); return 1; } uint8_t sr, sg, sb, cr, cg, cb; if (!parseHex(skyHex, sr, sg, sb)) { std::fprintf(stderr, "gen-texture-clouds: '%s' is not a valid hex color\n", skyHex.c_str()); return 1; } if (!parseHex(cloudHex, cr, cg, cb)) { std::fprintf(stderr, "gen-texture-clouds: '%s' is not a valid hex color\n", cloudHex.c_str()); return 1; } float seedF = static_cast(seed); auto cloudNoise = [&](float x, float y) -> float { // 4 octaves of sin/cos noise at doubling frequency, // halving amplitude. Output in 0..1 after normalize. float n = 0.0f; float total = 0.0f; float freq = 0.015f; float amp = 1.0f; for (int o = 0; o < 4; ++o) { n += amp * (0.5f + 0.5f * std::sin(x * freq + seedF * (1.0f + o * 0.7f)) * std::cos(y * freq + seedF * (0.5f + o * 0.4f))); total += amp; freq *= 2.0f; amp *= 0.5f; } return n / total; }; std::vector pixels(static_cast(W) * H * 3, 0); // Coverage maps to a noise threshold: low coverage = high // threshold (only the brightest noise becomes clouds); // high coverage = low threshold (more area is cloudy). float thresh = 1.0f - coverage; int cloudPixels = 0; for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float n = cloudNoise(static_cast(x), static_cast(y)); // Smooth blend across a 0.15-wide band around the // threshold so cloud edges feather rather than step. float t = std::clamp((n - thresh) / 0.15f, 0.0f, 1.0f); if (t > 0.5f) ++cloudPixels; uint8_t r = static_cast(sr * (1 - t) + cr * t); uint8_t g = static_cast(sg * (1 - t) + cg * t); uint8_t b = static_cast(sb * (1 - t) + cb * t); size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = r; pixels[i2 + 1] = g; pixels[i2 + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-clouds: 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(" sky/cloud : %s / %s\n", skyHex.c_str(), cloudHex.c_str()); std::printf(" coverage : %.2f (%d cloud pixels)\n", coverage, cloudPixels); std::printf(" seed : %u\n", seed); return 0; } int handleStars(int& i, int argc, char** argv) { // Night sky: solid background color sprinkled with bright // stars at random positions and varied per-star brightness // (so the sky has a depth feel — bright nearby stars + dim // distant ones). Density controls roughly what fraction of // pixels become stars. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string starHex = argv[++i]; uint32_t seed = 1; float density = 0.005f; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { density = std::stof(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 || density < 0.0f || density > 1.0f) { std::fprintf(stderr, "gen-texture-stars: invalid dims (W/H 1..8192, density 0..1)\n"); return 1; } uint8_t br, bg, bb_, sr, sg, sb; if (!parseHex(bgHex, br, bg, bb_)) { std::fprintf(stderr, "gen-texture-stars: '%s' is not a valid hex color\n", bgHex.c_str()); return 1; } if (!parseHex(starHex, sr, sg, sb)) { std::fprintf(stderr, "gen-texture-stars: '%s' is not a valid hex color\n", starHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); // Background: flat fill. for (int p = 0; p < W * H; ++p) { size_t i2 = static_cast(p) * 3; pixels[i2 + 0] = br; pixels[i2 + 1] = bg; pixels[i2 + 2] = bb_; } uint32_t state = seed ? seed : 1u; auto next01 = [&state]() -> float { state = state * 1664525u + 1013904223u; return (state >> 8) * (1.0f / 16777216.0f); }; int starCount = static_cast(W * H * density); int bright = 0, faint = 0; for (int s = 0; s < starCount; ++s) { int sx = static_cast(next01() * W); int sy = static_cast(next01() * H); // Brightness: weighted toward dim stars (most stars at // 30..60% blend, occasional bright at 100%). Keeps the // texture from looking like equally-bright pixel noise. float r = next01(); float t = (r < 0.85f) ? (0.3f + r * 0.35f) : (0.85f + r * 0.15f); if (t > 0.7f) ++bright; else ++faint; size_t i2 = (static_cast(sy) * W + sx) * 3; pixels[i2 + 0] = static_cast(br * (1 - t) + sr * t); pixels[i2 + 1] = static_cast(bg * (1 - t) + sg * t); pixels[i2 + 2] = static_cast(bb_ * (1 - t) + sb * t); } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-stars: 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(" bg/star : %s / %s\n", bgHex.c_str(), starHex.c_str()); std::printf(" density : %.4f\n", density); std::printf(" stars : %d (%d bright, %d faint)\n", starCount, bright, faint); std::printf(" seed : %u\n", seed); return 0; } int handleVines(int& i, int argc, char** argv) { // Wall with climbing vines: solid wall background plus N // vine paths that walk upward from the bottom edge with // small horizontal jitter, leaving a 2-px-wide vine trail // on every column they pass through. std::string outPath = argv[++i]; std::string wallHex = argv[++i]; std::string vineHex = argv[++i]; uint32_t seed = 1; int vineCount = 8; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { vineCount = 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 || vineCount < 0 || vineCount > 256) { std::fprintf(stderr, "gen-texture-vines: invalid dims (W/H 1..8192, vineCount 0..256)\n"); return 1; } uint8_t wr, wg, wb_, vr, vg, vb; if (!parseHex(wallHex, wr, wg, wb_)) { std::fprintf(stderr, "gen-texture-vines: '%s' is not a valid hex color\n", wallHex.c_str()); return 1; } if (!parseHex(vineHex, vr, vg, vb)) { std::fprintf(stderr, "gen-texture-vines: '%s' is not a valid hex color\n", vineHex.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 pixels(static_cast(W) * H * 3, 0); // Background: flat wall color. for (int p = 0; p < W * H; ++p) { size_t i2 = static_cast(p) * 3; pixels[i2 + 0] = wr; pixels[i2 + 1] = wg; pixels[i2 + 2] = wb_; } // Each vine: pick a starting x at the bottom, walk upward // with a small per-step horizontal drift. Set 2 pixels wide // on each visited row so the vine reads as a thin band rather // than a single-pixel line. int leafPixels = 0; for (int v = 0; v < vineCount; ++v) { float x = next01() * W; for (int y = H - 1; y >= 0; --y) { // Drift: cosine wave + tiny random jitter. x += std::cos(y * 0.08f + v * 1.7f) * 0.6f; x += (next01() - 0.5f) * 0.4f; int xi = static_cast(x); for (int dx = 0; dx < 2; ++dx) { int px = xi + dx; if (px < 0 || px >= W) continue; size_t i2 = (static_cast(y) * W + px) * 3; pixels[i2 + 0] = vr; pixels[i2 + 1] = vg; pixels[i2 + 2] = vb; ++leafPixels; } } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-vines: 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(" wall/vine : %s / %s\n", wallHex.c_str(), vineHex.c_str()); std::printf(" vines : %d (%d painted pixels)\n", vineCount, leafPixels); std::printf(" seed : %u\n", seed); return 0; } int handleMosaic(int& i, int argc, char** argv) { // 3-color mosaic: small square tiles randomly assigned one // of 3 colors, with 1-px black grout lines between them. // Per-tile color picked from a stable hash so the same seed // always yields the same mosaic. std::string outPath = argv[++i]; std::string aHex = argv[++i]; std::string bHex = argv[++i]; std::string cHex = argv[++i]; int tilePx = 16; uint32_t seed = 1; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { tilePx = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(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 || tilePx < 4 || tilePx > 256) { std::fprintf(stderr, "gen-texture-mosaic: invalid dims (W/H 1..8192, tilePx 4..256)\n"); return 1; } uint8_t ar, ag, ab, br, bg, bb_, cr, cg, cb; if (!parseHex(aHex, ar, ag, ab) || !parseHex(bHex, br, bg, bb_) || !parseHex(cHex, cr, cg, cb)) { std::fprintf(stderr, "gen-texture-mosaic: one of the hex colors is invalid\n"); return 1; } auto cellPick = [seed](int cx, int cy) -> int { uint32_t h = static_cast(cx) * 374761393u + static_cast(cy) * 668265263u + seed * 2147483647u; h = (h ^ (h >> 13)) * 1274126177u; h = h ^ (h >> 16); return h % 3; }; std::vector pixels(static_cast(W) * H * 3, 0); int counts[3] = {0, 0, 0}; for (int y = 0; y < H; ++y) { int cy = y / tilePx; int yInCell = y % tilePx; for (int x = 0; x < W; ++x) { int cx = x / tilePx; int xInCell = x % tilePx; // 1-px grout on the top and left edge of every cell. bool grout = (xInCell == 0) || (yInCell == 0); size_t i2 = (static_cast(y) * W + x) * 3; if (grout) { pixels[i2 + 0] = 0; pixels[i2 + 1] = 0; pixels[i2 + 2] = 0; } else { int pick = cellPick(cx, cy); if (yInCell == 1 && xInCell == 1) ++counts[pick]; if (pick == 0) { pixels[i2 + 0] = ar; pixels[i2 + 1] = ag; pixels[i2 + 2] = ab; } else if (pick == 1) { pixels[i2 + 0] = br; pixels[i2 + 1] = bg; pixels[i2 + 2] = bb_; } else { pixels[i2 + 0] = cr; pixels[i2 + 1] = cg; pixels[i2 + 2] = cb; } } } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-mosaic: 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(" colors : %s / %s / %s\n", aHex.c_str(), bHex.c_str(), cHex.c_str()); std::printf(" tile px : %d\n", tilePx); std::printf(" tile counts: A=%d B=%d C=%d\n", counts[0], counts[1], counts[2]); std::printf(" seed : %u\n", seed); return 0; } int handleRust(int& i, int argc, char** argv) { // Metal with rust patches: smooth multi-octave noise field // thresholded by `coverage` to make rust blobs, blended // with the metal base. Per-pixel grain jitter on top so // both metal and rust regions read with subtle variation. std::string outPath = argv[++i]; std::string metalHex = argv[++i]; std::string rustHex = argv[++i]; uint32_t seed = 1; float coverage = 0.4f; // 0=clean metal, 1=fully oxidized int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { coverage = std::stof(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 || coverage < 0.0f || coverage > 1.0f) { std::fprintf(stderr, "gen-texture-rust: invalid dims (W/H 1..8192, coverage 0..1)\n"); return 1; } uint8_t mr, mg, mb, rr, rg, rb; if (!parseHex(metalHex, mr, mg, mb)) { std::fprintf(stderr, "gen-texture-rust: '%s' is not a valid hex color\n", metalHex.c_str()); return 1; } if (!parseHex(rustHex, rr, rg, rb)) { std::fprintf(stderr, "gen-texture-rust: '%s' is not a valid hex color\n", rustHex.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); }; float seedF = static_cast(seed); auto blob = [&](float x, float y) -> float { // 3-octave smooth noise; sin/cos product avoids needing // a permutation table. float n = 0.0f, total = 0.0f; float freq = 0.025f, amp = 1.0f; for (int o = 0; o < 3; ++o) { n += amp * (0.5f + 0.5f * std::sin(x * freq + seedF * (1.0f + o)) * std::cos(y * freq + seedF * (0.6f + o))); total += amp; freq *= 2.0f; amp *= 0.5f; } return n / total; // 0..1 }; std::vector pixels(static_cast(W) * H * 3, 0); float thresh = 1.0f - coverage; int rustPixels = 0; for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float n = blob(static_cast(x), static_cast(y)); // Smoothstep across a 0.12 band around threshold so // rust patches feather into clean metal. float t = std::clamp((n - thresh) / 0.12f, 0.0f, 1.0f); if (t > 0.5f) ++rustPixels; // Per-pixel grain jitter (separate small jitter on // each channel) so neither material reads as flat. float jitter = (next01() - 0.5f) * 0.08f; float r = (mr * (1 - t) + rr * t) * (1.0f + jitter); float g = (mg * (1 - t) + rg * t) * (1.0f + jitter); float b = (mb * (1 - t) + rb * t) * (1.0f + jitter); size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = static_cast(std::clamp(r, 0.0f, 255.0f)); pixels[i2 + 1] = static_cast(std::clamp(g, 0.0f, 255.0f)); pixels[i2 + 2] = static_cast(std::clamp(b, 0.0f, 255.0f)); } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-rust: 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(" metal/rust : %s / %s\n", metalHex.c_str(), rustHex.c_str()); std::printf(" coverage : %.2f (%d rust pixels)\n", coverage, rustPixels); std::printf(" seed : %u\n", seed); return 0; } int handleCircuit(int& i, int argc, char** argv) { // Sci-fi circuit board: solid PCB background plus N traces // that walk the surface in orthogonal Manhattan style — each // trace alternates random horizontal + vertical segments, // mimicking right-angle PCB routing. Each segment endpoint // gets a "via" dot (3×3 block) so the routing reads as // intentional rather than random scribbles. std::string outPath = argv[++i]; std::string pcbHex = argv[++i]; std::string traceHex = argv[++i]; uint32_t seed = 1; int traceCount = 24; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { traceCount = 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 || traceCount < 0 || traceCount > 1024) { std::fprintf(stderr, "gen-texture-circuit: invalid dims (W/H 1..8192, traceCount 0..1024)\n"); return 1; } uint8_t pr, pg, pb, tr, tg, tb; if (!parseHex(pcbHex, pr, pg, pb)) { std::fprintf(stderr, "gen-texture-circuit: '%s' is not a valid hex color\n", pcbHex.c_str()); return 1; } if (!parseHex(traceHex, tr, tg, tb)) { std::fprintf(stderr, "gen-texture-circuit: '%s' is not a valid hex color\n", traceHex.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 pixels(static_cast(W) * H * 3, 0); // Background fill for (int p = 0; p < W * H; ++p) { size_t i2 = static_cast(p) * 3; pixels[i2 + 0] = pr; pixels[i2 + 1] = pg; pixels[i2 + 2] = pb; } auto setPx = [&](int x, int y) { if (x < 0 || y < 0 || x >= W || y >= H) return; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = tr; pixels[i2 + 1] = tg; pixels[i2 + 2] = tb; }; auto setVia = [&](int x, int y) { // 3×3 dot for vias / segment joints. for (int dy = -1; dy <= 1; ++dy) for (int dx = -1; dx <= 1; ++dx) setPx(x + dx, y + dy); }; int viaCount = 0; for (int t = 0; t < traceCount; ++t) { int x = static_cast(next01() * W); int y = static_cast(next01() * H); // Each trace runs 3-6 segments int segs = 3 + static_cast(next01() * 4); bool horiz = next01() < 0.5f; for (int s = 0; s < segs; ++s) { int len = 8 + static_cast(next01() * 24); int dir = (next01() < 0.5f) ? 1 : -1; int nx = x, ny = y; for (int k = 0; k < len; ++k) { if (horiz) nx += dir; else ny += dir; setPx(nx, ny); } x = nx; y = ny; setVia(x, y); // joint at the corner ++viaCount; horiz = !horiz; // alternate axis } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-circuit: 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(" pcb/trace : %s / %s\n", pcbHex.c_str(), traceHex.c_str()); std::printf(" traces : %d (~%d vias)\n", traceCount, viaCount); std::printf(" seed : %u\n", seed); return 0; } int handleCoral(int& i, int argc, char** argv) { // Coral reef: water-color background plus N branching tree // shapes that grow from random anchor points. Each branch // walks a curved path (random angle drift), splitting into // 2-3 sub-branches at random intervals so the result reads // as organic coral rather than straight lines. std::string outPath = argv[++i]; std::string waterHex = argv[++i]; std::string coralHex = argv[++i]; uint32_t seed = 1; int branchCount = 12; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { branchCount = 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 || branchCount < 0 || branchCount > 1024) { std::fprintf(stderr, "gen-texture-coral: invalid dims (W/H 1..8192, branchCount 0..1024)\n"); return 1; } uint8_t wr, wg, wb_, cr, cg, cb; if (!parseHex(waterHex, wr, wg, wb_)) { std::fprintf(stderr, "gen-texture-coral: '%s' is not a valid hex color\n", waterHex.c_str()); return 1; } if (!parseHex(coralHex, cr, cg, cb)) { std::fprintf(stderr, "gen-texture-coral: '%s' is not a valid hex color\n", coralHex.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 pixels(static_cast(W) * H * 3, 0); for (int p = 0; p < W * H; ++p) { size_t i2 = static_cast(p) * 3; pixels[i2 + 0] = wr; pixels[i2 + 1] = wg; pixels[i2 + 2] = wb_; } auto setPx = [&](int x, int y) { if (x < 0 || y < 0 || x >= W || y >= H) return; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = cr; pixels[i2 + 1] = cg; pixels[i2 + 2] = cb; }; // Recursive branch growth via explicit stack (no real // recursion to avoid blowing through stack for deep splits). struct Branch { float x, y, angle, length, thickness; }; std::vector stack; int totalBranches = 0; for (int b = 0; b < branchCount; ++b) { // Anchor at the bottom edge, growing upward Branch root; root.x = next01() * W; root.y = H - 1; root.angle = -3.14159f * 0.5f + (next01() - 0.5f) * 0.6f; root.length = 30 + next01() * 40; root.thickness = 2.0f; stack.push_back(root); while (!stack.empty()) { Branch br = stack.back(); stack.pop_back(); ++totalBranches; float x = br.x, y = br.y; int steps = static_cast(br.length); for (int s = 0; s < steps; ++s) { // Random walk + slight upward bias br.angle += (next01() - 0.5f) * 0.15f; x += std::cos(br.angle); y += std::sin(br.angle); int rad = static_cast(std::ceil(br.thickness)); for (int dy = -rad; dy <= rad; ++dy) { for (int dx = -rad; dx <= rad; ++dx) { if (dx*dx + dy*dy > rad*rad) continue; setPx(static_cast(x) + dx, static_cast(y) + dy); } } // Split occasionally if (next01() < 0.05f && br.thickness > 1.0f) { Branch child; child.x = x; child.y = y; child.angle = br.angle + (next01() - 0.5f) * 1.2f; child.length = br.length * (0.4f + next01() * 0.3f); child.thickness = br.thickness * 0.7f; if (stack.size() < 256) stack.push_back(child); } } } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-coral: 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(" water/coral : %s / %s\n", waterHex.c_str(), coralHex.c_str()); std::printf(" branches : %d roots → %d total (with splits)\n", branchCount, totalBranches); std::printf(" seed : %u\n", seed); return 0; } int handleFlame(int& i, int argc, char** argv) { // Flame: vertical color gradient from dark hex at the // bottom to hot hex at the top, mixed with smooth noise // flicker so the boundary between hot and dark wavers // randomly. Reads as a flame seen from a distance. std::string outPath = argv[++i]; std::string darkHex = argv[++i]; std::string hotHex = argv[++i]; uint32_t seed = 1; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(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) { std::fprintf(stderr, "gen-texture-flame: invalid dims (W/H 1..8192)\n"); return 1; } uint8_t dr, dg, db, hr, hg, hb; if (!parseHex(darkHex, dr, dg, db)) { std::fprintf(stderr, "gen-texture-flame: '%s' is not a valid hex color\n", darkHex.c_str()); return 1; } if (!parseHex(hotHex, hr, hg, hb)) { std::fprintf(stderr, "gen-texture-flame: '%s' is not a valid hex color\n", hotHex.c_str()); return 1; } float seedF = static_cast(seed); auto noise = [&](float x, float y) -> float { // Multi-octave smooth noise; lower freq dominates. float n = 0.0f, total = 0.0f; float freq = 0.04f, amp = 1.0f; for (int o = 0; o < 3; ++o) { n += amp * (0.5f + 0.5f * std::sin(x * freq + seedF * (1.0f + o)) * std::cos(y * freq + seedF * (0.5f + o))); total += amp; freq *= 2.0f; amp *= 0.5f; } return n / total; }; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { // Vertical position: 0 at bottom (dark), 1 at top (hot). float vy = static_cast(H - 1 - y) / (H - 1); for (int x = 0; x < W; ++x) { // Add wavy flicker via noise so the gradient boundary // isn't a clean horizontal line. float n = noise(static_cast(x), static_cast(y)); float t = std::clamp(vy + (n - 0.5f) * 0.4f, 0.0f, 1.0f); // Curve so the bottom stays dark longer and the top // saturates faster (real flames are mostly dark with // a bright core/tip). t = t * t; uint8_t r = static_cast(dr * (1 - t) + hr * t); uint8_t g = static_cast(dg * (1 - t) + hg * t); uint8_t b = static_cast(db * (1 - t) + hb * t); size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = r; pixels[i2 + 1] = g; pixels[i2 + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-flame: 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(" dark/hot : %s / %s\n", darkHex.c_str(), hotHex.c_str()); std::printf(" seed : %u\n", seed); return 0; } int handleTartan(int& i, int argc, char** argv) { // Tartan plaid: 3-color crossing band pattern. Each cell // belongs to one of 6 logical zones (3 vertical + 3 // horizontal bands per repeat unit) and the displayed // color is the additive mix of the band's vertical and // horizontal contributions — produces the characteristic // overlap diamond grid of Scottish tartans. std::string outPath = argv[++i]; std::string aHex = argv[++i]; std::string bHex = argv[++i]; std::string cHex = argv[++i]; int bandPx = 32; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { bandPx = 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 || bandPx < 4 || bandPx > 256) { std::fprintf(stderr, "gen-texture-tartan: invalid dims (W/H 1..8192, bandPx 4..256)\n"); return 1; } uint8_t ar, ag, ab, br, bg, bb_, cr_, cg_, cb_; if (!parseHex(aHex, ar, ag, ab) || !parseHex(bHex, br, bg, bb_) || !parseHex(cHex, cr_, cg_, cb_)) { std::fprintf(stderr, "gen-texture-tartan: one of the hex colors is invalid\n"); return 1; } // 3-band repeat: A wide, B narrow, C medium. Repeat is // 6 × bandPx wide. Each band weight is constant within // its slice; the displayed pixel color is averaged from // the vertical band (column) and horizontal band (row). auto bandColor = [&](int t) -> std::tuple { // t is position modulo (6 * bandPx). Map to one of A/B/C // based on which segment t falls in. int slice = (t / bandPx) % 6; // 6-slice repeat pattern: A A B C C B (gives a typical // tartan look — wide A blocks separated by thin B/C lines). switch (slice) { case 0: case 1: return {ar, ag, ab}; case 2: return {br, bg, bb_}; case 3: case 4: return {cr_, cg_, cb_}; default: return {br, bg, bb_}; } }; int repeat = 6 * bandPx; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { int yMod = ((y % repeat) + repeat) % repeat; auto [hr, hg, hb] = bandColor(yMod); for (int x = 0; x < W; ++x) { int xMod = ((x % repeat) + repeat) % repeat; auto [vr, vg, vb] = bandColor(xMod); // Average the horizontal-band and vertical-band // colors. At intersections the average produces a // distinct mid-tone that creates the diamond grid // characteristic of plaid. uint8_t r = static_cast((hr + vr) / 2); uint8_t g = static_cast((hg + vg) / 2); uint8_t b = static_cast((hb + vb) / 2); size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = r; pixels[i2 + 1] = g; pixels[i2 + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-tartan: 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(" colors A/B/C: %s / %s / %s\n", aHex.c_str(), bHex.c_str(), cHex.c_str()); std::printf(" band px : %d (repeat %d px)\n", bandPx, repeat); return 0; } int handleArgyle(int& i, int argc, char** argv) { // Argyle: classic sweater-knit pattern of rotated squares // (lozenges) in checkerboard alternation, overlaid with // diagonal stitch lines in a third color. The rotation is // achieved by working in the rotated coord system (u, v) = // (x + y, x - y); each tile becomes a unit cell there. std::string outPath = argv[++i]; std::string aHex = argv[++i]; std::string bHex = argv[++i]; std::string stitchHex = argv[++i]; int cellPx = 64; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { cellPx = 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 || cellPx < 8 || cellPx > 512) { std::fprintf(stderr, "gen-texture-argyle: invalid dims (W/H 1..8192, cellPx 8..512)\n"); return 1; } uint8_t ar, ag, ab, br, bg, bb_, sr_, sg_, sb_; if (!parseHex(aHex, ar, ag, ab) || !parseHex(bHex, br, bg, bb_) || !parseHex(stitchHex, sr_, sg_, sb_)) { std::fprintf(stderr, "gen-texture-argyle: one of the hex colors is invalid\n"); return 1; } // Stitch lines are 2 pixels wide regardless of cell size — at // very small cells they'd dominate, but cellPx>=8 keeps them // visually subordinate to the diamond fill. const int stitchHalfWidth = 1; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { // Rotate the lattice 45° by mapping to (u, v) = (x+y, x-y). // Lozenge cells in the original frame become axis-aligned // squares in (u, v) space, easy to checkerboard. int u = x + y; int v = x - y; int uCell = u / cellPx; int vCell; // Floor division for negative v so the lattice stays // consistent across the whole image (avoids a seam at x= 0) vCell = v / cellPx; else vCell = -((-v + cellPx - 1) / cellPx); uint8_t r, g, b; if (((uCell + vCell) & 1) == 0) { r = ar; g = ag; b = ab; } else { r = br; g = bg; b = bb_; } // Stitch lines: 2-px-wide bands along the lattice grid // (i.e. at u % cellPx ≈ 0 and v % cellPx ≈ 0). These are // the diagonal lines characteristic of the argyle look. int uMod = ((u % cellPx) + cellPx) % cellPx; int vMod = ((v % cellPx) + cellPx) % cellPx; bool onStitch = (uMod <= stitchHalfWidth || uMod >= cellPx - stitchHalfWidth) || (vMod <= stitchHalfWidth || vMod >= cellPx - stitchHalfWidth); if (onStitch) { r = sr_; g = sg_; b = sb_; } size_t idx = (static_cast(y) * W + x) * 3; pixels[idx + 0] = r; pixels[idx + 1] = g; pixels[idx + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-argyle: 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(" colors A/B : %s / %s\n", aHex.c_str(), bHex.c_str()); std::printf(" stitch : %s\n", stitchHex.c_str()); std::printf(" cell px : %d\n", cellPx); return 0; } int handleHerringbone(int& i, int argc, char** argv) { // Herringbone (chevron-style): horizontal strips of slanted // parallel lines whose slant direction flips every strip, // producing the V-shaped "fish bone" pattern that's the // hallmark of herringbone fabric and parquet flooring. // Implemented as a per-pixel shear: shifting x by the row's // local-y collapses each diagonal line into a vertical band // in shifted-x space, where modular arithmetic picks line vs // background. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string lineHex = argv[++i]; int stripHeight = 32; // height of each constant-direction strip int lineSpacing = 12; // distance between adjacent lines along x int lineWidth = 4; // line thickness in shifted-x coords int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { stripHeight = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { lineSpacing = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { lineWidth = 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 || stripHeight < 4 || stripHeight > 256 || lineSpacing < 4 || lineSpacing > 256 || lineWidth < 1 || lineWidth >= lineSpacing) { std::fprintf(stderr, "gen-texture-herringbone: invalid dims (W/H 1..8192, stripH 4..256, " "spacing 4..256, lineW 1..spacing-1)\n"); return 1; } uint8_t br_, bg_, bb_, lr_, lg_, lb_; if (!parseHex(bgHex, br_, bg_, bb_) || !parseHex(lineHex, lr_, lg_, lb_)) { std::fprintf(stderr, "gen-texture-herringbone: bg or line hex color is invalid\n"); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { int rowOfStrips = y / stripHeight; int withinStrip = y - rowOfStrips * stripHeight; // Even strips: lines slant down-right (+45°-ish, scaled by // stripHeight/lineSpacing). Odd strips: slant down-left. int sign = (rowOfStrips & 1) ? -1 : 1; for (int x = 0; x < W; ++x) { // Shift x by ±withinStrip — collapses the slanted line // into a vertical strip in shifted-x coords. int shifted = x + sign * withinStrip; int phase = ((shifted % lineSpacing) + lineSpacing) % lineSpacing; uint8_t r, g, b; if (phase < lineWidth) { r = lr_; g = lg_; b = lb_; } else { r = br_; g = bg_; b = bb_; } size_t idx = (static_cast(y) * W + x) * 3; pixels[idx + 0] = r; pixels[idx + 1] = g; pixels[idx + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-herringbone: 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(" bg / line : %s / %s\n", bgHex.c_str(), lineHex.c_str()); std::printf(" strip H : %d (slant flips per strip)\n", stripHeight); std::printf(" line : width %d / spacing %d\n", lineWidth, lineSpacing); return 0; } int handleScales(int& i, int argc, char** argv) { // Scales: fish / dragon / chain mail pattern. Each scale is a // circle whose center sits at the bottom-center of a cell; // adjacent rows are offset by half a cell width so the // circles interlock into the classic overlapping-scale look. // Three colors: background (gaps), scale body, and a rim // highlight near the top of each scale that gives the // armoured/raised appearance. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string scaleHex = argv[++i]; std::string rimHex = argv[++i]; int cellW = 24; int cellH = 16; // shorter than wide for natural overlap int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { cellW = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { cellH = 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 || cellW < 4 || cellW > 256 || cellH < 4 || cellH > 256) { std::fprintf(stderr, "gen-texture-scales: invalid dims (W/H 1..8192, cellW/H 4..256)\n"); return 1; } uint8_t br_, bg_, bb_, sr_, sg_, sb_, rr_, rg_, rb_; if (!parseHex(bgHex, br_, bg_, bb_) || !parseHex(scaleHex, sr_, sg_, sb_) || !parseHex(rimHex, rr_, rg_, rb_)) { std::fprintf(stderr, "gen-texture-scales: bg, scale, or rim hex color is invalid\n"); return 1; } // Scale radius is 55% of cell width so adjacent scales in the // same row touch + slightly overlap, and rows interlock cleanly // through the half-row stagger. float scaleR = cellW * 0.55f; float scaleR2 = scaleR * scaleR; // Rim threshold: top 25% of each scale gets the rim color. float rimNormY = 0.55f; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { int rowIdx = y / cellH; int shift = (rowIdx & 1) ? cellW / 2 : 0; for (int x = 0; x < W; ++x) { // Snap x into the current row's lattice (with stagger). // Use floor-div semantics that work for x near 0. int xRel = x - shift; int col; if (xRel >= 0) col = xRel / cellW; else col = -((-xRel + cellW - 1) / cellW); // Scale center: bottom-middle of the cell. float cx = col * cellW + shift + cellW * 0.5f; float cy = rowIdx * cellH + cellH; float dx = x - cx; float dy = y - cy; float distSq = dx * dx + dy * dy; uint8_t r, g, b; if (distSq < scaleR2) { // Inside a scale. -dy/R is 0 at center, ~1 at top. float normY = -dy / scaleR; if (normY > rimNormY) { r = rr_; g = rg_; b = rb_; } else { r = sr_; g = sg_; b = sb_; } } else { r = br_; g = bg_; b = bb_; } size_t idx = (static_cast(y) * W + x) * 3; pixels[idx + 0] = r; pixels[idx + 1] = g; pixels[idx + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-scales: 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(" bg/scale/rim : %s / %s / %s\n", bgHex.c_str(), scaleHex.c_str(), rimHex.c_str()); std::printf(" cell : %dx%d (radius %.1f, half-row stagger)\n", cellW, cellH, scaleR); return 0; } int handleStainedGlass(int& i, int argc, char** argv) { // Stained glass: Voronoi-cell pattern with dark lead lines // separating colored regions. Each pixel is classified by // which seed point it's closest to; pixels near a cell // boundary (small relative gap to the second-nearest seed) // become the lead color, producing the leaded-glass look. // Three stained colors cycle across cells (cellIdx % 3) for // a balanced palette without per-cell color authoring. std::string outPath = argv[++i]; std::string leadHex = argv[++i]; std::string aHex = argv[++i]; std::string bHex = argv[++i]; std::string cHex = argv[++i]; int cellCount = 32; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { cellCount = 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 || cellCount < 4 || cellCount > 1024) { std::fprintf(stderr, "gen-texture-stained-glass: invalid dims (W/H 1..8192, cells 4..1024)\n"); return 1; } uint8_t lr_, lg_, lb_, ar, ag, ab, br, bg, bb_, cr_, cg_, cb_; if (!parseHex(leadHex, lr_, lg_, lb_) || !parseHex(aHex, ar, ag, ab) || !parseHex(bHex, br, bg, bb_) || !parseHex(cHex, cr_, cg_, cb_)) { std::fprintf(stderr, "gen-texture-stained-glass: one of the hex colors is invalid\n"); return 1; } // Deterministic seed placement — same image dimensions and // cellCount always yield the same cells, so re-running the // command reproduces previous output exactly. struct Seed { float x, y; int colorIdx; }; std::vector seeds; seeds.reserve(cellCount); uint32_t rng = static_cast(cellCount) * 0x9E3779B9u + static_cast(W) * 0x85EBCA6Bu; auto rngStep = [&]() { rng ^= rng << 13; rng ^= rng >> 17; rng ^= rng << 5; return rng; }; for (int s = 0; s < cellCount; ++s) { Seed sd; sd.x = (rngStep() & 0xFFFF) / 65535.0f * W; sd.y = (rngStep() & 0xFFFF) / 65535.0f * H; sd.colorIdx = s % 3; seeds.push_back(sd); } // Lead-line threshold: pixels where dist2/dist1 < threshold // are within the boundary band. 1.08 gives ~3-4 px lead // lines at 256x256 with 32 cells — readable but not heavy. const float boundaryRatio = 1.08f; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float fx = static_cast(x); float fy = static_cast(y); // Track best two distances so we can detect cell // boundaries by the dist2/dist1 ratio. float bestSq = 1e30f, secondSq = 1e30f; int bestIdx = 0; for (int s = 0; s < cellCount; ++s) { float dx = seeds[s].x - fx; float dy = seeds[s].y - fy; float d2 = dx * dx + dy * dy; if (d2 < bestSq) { secondSq = bestSq; bestSq = d2; bestIdx = s; } else if (d2 < secondSq) { secondSq = d2; } } uint8_t r, g, b; // sqrt comparison via ratio of squared distances // works because boundaryRatio^2 is what we compare. float ratioSq = (bestSq > 0.0f) ? secondSq / bestSq : 1e30f; if (ratioSq < boundaryRatio * boundaryRatio) { r = lr_; g = lg_; b = lb_; } else { int ci = seeds[bestIdx].colorIdx; if (ci == 0) { r = ar; g = ag; b = ab; } else if (ci == 1) { r = br; g = bg; b = bb_; } else { r = cr_; g = cg_; b = cb_; } } size_t idx = (static_cast(y) * W + x) * 3; pixels[idx + 0] = r; pixels[idx + 1] = g; pixels[idx + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-stained-glass: 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(" lead : %s\n", leadHex.c_str()); std::printf(" glass A/B/C: %s / %s / %s\n", aHex.c_str(), bHex.c_str(), cHex.c_str()); std::printf(" cells : %d (Voronoi)\n", cellCount); return 0; } int handleShingles(int& i, int argc, char** argv) { // Roof shingles: offset rows of rectangular tiles, with a // dark shadow band at the top of each row (where the row // above overlaps) and thin vertical seams between adjacent // shingles in a row. Three colors give the shingle body // its base tone, a shadow tone for the overlap band, and // a darker seam color. std::string outPath = argv[++i]; std::string baseHex = argv[++i]; std::string shadowHex = argv[++i]; std::string seamHex = argv[++i]; int shingleW = 32; int shingleH = 24; int shadowH = 4; // shadow band thickness at top of each row int seamW = 1; // vertical seam width between shingles int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { shingleW = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { shingleH = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { shadowH = 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 || shingleW < 4 || shingleW > 512 || shingleH < 4 || shingleH > 512 || shadowH < 0 || shadowH >= shingleH) { std::fprintf(stderr, "gen-texture-shingles: invalid dims (W/H 1..8192, shingleW/H 4..512, shadowH 0..shingleH-1)\n"); return 1; } uint8_t br_, bg_, bb_, sr_, sg_, sb_, er_, eg_, eb_; if (!parseHex(baseHex, br_, bg_, bb_) || !parseHex(shadowHex, sr_, sg_, sb_) || !parseHex(seamHex, er_, eg_, eb_)) { std::fprintf(stderr, "gen-texture-shingles: base/shadow/seam hex color is invalid\n"); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { int rowIdx = y / shingleH; int withinRow = y - rowIdx * shingleH; int shift = (rowIdx & 1) ? shingleW / 2 : 0; for (int x = 0; x < W; ++x) { // Position within the current shingle along x. int xRel = x - shift; int xMod; if (xRel >= 0) xMod = xRel % shingleW; else xMod = ((xRel % shingleW) + shingleW) % shingleW; uint8_t r, g, b; if (withinRow < shadowH) { // Top of row: shadow band where the row above // overlaps this row's shingles. r = sr_; g = sg_; b = sb_; } else if (xMod < seamW || xMod >= shingleW - seamW) { // Vertical seam between adjacent shingles. r = er_; g = eg_; b = eb_; } else { r = br_; g = bg_; b = bb_; } size_t idx = (static_cast(y) * W + x) * 3; pixels[idx + 0] = r; pixels[idx + 1] = g; pixels[idx + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-shingles: 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/shadow/seam: %s / %s / %s\n", baseHex.c_str(), shadowHex.c_str(), seamHex.c_str()); std::printf(" shingle : %dx%d (shadow %d px, seam %d px)\n", shingleW, shingleH, shadowH, seamW); return 0; } int handleFrost(int& i, int argc, char** argv) { // Frost: scattered crystal nuclei with radial spikes. // Each seed gets six thin lines radiating at 60° intervals // (with a per-seed random angular offset so they don't all // align). Line lengths are jittered per spike, and pixel // intensity falls off linearly toward the end of each line // so spikes fade naturally into the background. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string iceHex = argv[++i]; int seedCount = 80; int rayLen = 18; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seedCount = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { rayLen = 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 || seedCount < 1 || seedCount > 8192 || rayLen < 2 || rayLen > 256) { std::fprintf(stderr, "gen-texture-frost: invalid dims (W/H 1..8192, seeds 1..8192, ray 2..256)\n"); return 1; } uint8_t br_, bg_, bb_, ir, ig, ib; if (!parseHex(bgHex, br_, bg_, bb_) || !parseHex(iceHex, ir, ig, ib)) { std::fprintf(stderr, "gen-texture-frost: bg or ice hex color is invalid\n"); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); // Fill background. for (size_t p = 0; p < pixels.size(); p += 3) { pixels[p + 0] = br_; pixels[p + 1] = bg_; pixels[p + 2] = bb_; } // Deterministic RNG so re-runs reproduce the same frost. uint32_t rng = static_cast(seedCount) * 0x9E3779B9u + static_cast(W) * 0x85EBCA6Bu + static_cast(rayLen); auto rngStep = [&]() { rng ^= rng << 13; rng ^= rng >> 17; rng ^= rng << 5; return rng; }; auto blendPixel = [&](int x, int y, float alpha) { if (x < 0 || x >= W || y < 0 || y >= H) return; if (alpha <= 0) return; if (alpha > 1.0f) alpha = 1.0f; size_t idx = (static_cast(y) * W + x) * 3; // Linear blend from bg toward ice color by alpha. pixels[idx + 0] = static_cast( pixels[idx + 0] + (ir - pixels[idx + 0]) * alpha); pixels[idx + 1] = static_cast( pixels[idx + 1] + (ig - pixels[idx + 1]) * alpha); pixels[idx + 2] = static_cast( pixels[idx + 2] + (ib - pixels[idx + 2]) * alpha); }; constexpr float kPi = 3.14159265358979323846f; for (int s = 0; s < seedCount; ++s) { // Seed position uniformly random across the image. float sx = (rngStep() & 0xFFFF) / 65535.0f * W; float sy = (rngStep() & 0xFFFF) / 65535.0f * H; // Angular jitter so spikes don't all align to the same // 6-fold rosette. float baseAngle = (rngStep() & 0xFFFF) / 65535.0f * kPi / 3.0f; // 6 rays per nucleus at 60° spacing. for (int r = 0; r < 6; ++r) { float angle = baseAngle + r * (kPi / 3.0f); float dx = std::cos(angle); float dy = std::sin(angle); // Per-spike length jitter (60-100% of nominal). float lenScale = 0.6f + (rngStep() & 0xFFFF) / 65535.0f * 0.4f; int spikeLen = static_cast(rayLen * lenScale); // Walk pixels along the ray. Alpha falls linearly // from 1.0 at the seed to 0.0 at the end of the spike. for (int t = 0; t < spikeLen; ++t) { int px = static_cast(sx + dx * t); int py = static_cast(sy + dy * t); float alpha = 1.0f - static_cast(t) / spikeLen; blendPixel(px, py, alpha); } } // Bright nucleus dot — a 2x2 block to make the seed // visible even when its spikes are short. for (int dyN = 0; dyN < 2; ++dyN) { for (int dxN = 0; dxN < 2; ++dxN) { int px = static_cast(sx) + dxN; int py = static_cast(sy) + dyN; blendPixel(px, py, 1.0f); } } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-frost: 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(" bg / ice : %s / %s\n", bgHex.c_str(), iceHex.c_str()); std::printf(" seeds : %d (6-spike rosettes, ray %d px)\n", seedCount, rayLen); return 0; } int handleParquet(int& i, int argc, char** argv) { // Parquet: basket-weave wood floor pattern. The image is // tiled with 2N x 2N cells; cells alternate orientation in // a checkerboard so half are split into 2 horizontal planks // and half into 2 vertical planks. Two wood colors (one // per orientation) make the basket-weave structure pop; // a third "gap" color paints thin lines along plank edges // for the inset / wood-joint look. std::string outPath = argv[++i]; std::string woodAHex = argv[++i]; std::string woodBHex = argv[++i]; std::string gapHex = argv[++i]; int cellSize = 32; // cell side = 2N; each plank is N wide int gapW = 1; // gap line thickness between planks int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { cellSize = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { gapW = 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 || cellSize < 8 || cellSize > 512 || gapW < 0 || gapW * 4 >= cellSize) { std::fprintf(stderr, "gen-texture-parquet: invalid dims (W/H 1..8192, cellSize 8..512, gap 0..cellSize/4)\n"); return 1; } uint8_t ar, ag, ab, br, bg, bb_, gr, gg, gb_; if (!parseHex(woodAHex, ar, ag, ab) || !parseHex(woodBHex, br, bg, bb_) || !parseHex(gapHex, gr, gg, gb_)) { std::fprintf(stderr, "gen-texture-parquet: woodA/woodB/gap hex color is invalid\n"); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { // Use floor division for negative coords (just-in-case // future callers pass tile-offset images). int cellY = y / cellSize; int yMod = y - cellY * cellSize; for (int x = 0; x < W; ++x) { int cellX = x / cellSize; int xMod = x - cellX * cellSize; // Checkerboard: (cellX + cellY) even -> horizontal // planks (long axis along X, two stacked vertically); // odd -> vertical planks (long axis along Y, two // side by side). bool horizontalPair = (((cellX + cellY) & 1) == 0); uint8_t r, g, b; if (horizontalPair) { // 2 horizontal planks: top half = wood A, bottom // half = wood A (same color since the orientation // is what matters for the weave). Gap line at the // midline between the two planks, plus around the // cell perimeter. bool inMidline = (yMod >= cellSize / 2 - gapW && yMod < cellSize / 2 + gapW); bool onCellEdge = (yMod < gapW || yMod >= cellSize - gapW || xMod < gapW || xMod >= cellSize - gapW); if (inMidline || onCellEdge) { r = gr; g = gg; b = gb_; } else { r = ar; g = ag; b = ab; } } else { // 2 vertical planks: left half + right half (wood B). // Gap line at the vertical midline. bool inMidline = (xMod >= cellSize / 2 - gapW && xMod < cellSize / 2 + gapW); bool onCellEdge = (yMod < gapW || yMod >= cellSize - gapW || xMod < gapW || xMod >= cellSize - gapW); if (inMidline || onCellEdge) { r = gr; g = gg; b = gb_; } else { r = br; g = bg; b = bb_; } } size_t idx = (static_cast(y) * W + x) * 3; pixels[idx + 0] = r; pixels[idx + 1] = g; pixels[idx + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-parquet: 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(" wood A/B : %s / %s (%s gap)\n", woodAHex.c_str(), woodBHex.c_str(), gapHex.c_str()); std::printf(" cell : %d px (gap %d px, basket-weave)\n", cellSize, gapW); return 0; } int handleBubbles(int& i, int argc, char** argv) { // Bubbles: scattered circles of varied radii, drawn as // translucent fills with a brighter rim. Bubbles overlap; // rim color wins at any pixel that lies in any bubble's // ring band (so overlapping outlines stay readable). std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string fillHex = argv[++i]; std::string rimHex = argv[++i]; int bubbleCount = 50; int minR = 6; int maxR = 24; int rimW = 2; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { bubbleCount = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { minR = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { maxR = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { rimW = 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 || bubbleCount < 1 || bubbleCount > 4096 || minR < 1 || maxR < minR || maxR > 1024 || rimW < 1 || rimW > minR) { std::fprintf(stderr, "gen-texture-bubbles: invalid dims (W/H 1..8192, bubbles 1..4096, " "minR..maxR 1..1024, rimW 1..minR)\n"); return 1; } uint8_t br_, bg_, bb_, fr, fg, fb_, rr, rg, rb_; if (!parseHex(bgHex, br_, bg_, bb_) || !parseHex(fillHex, fr, fg, fb_) || !parseHex(rimHex, rr, rg, rb_)) { std::fprintf(stderr, "gen-texture-bubbles: bg/fill/rim hex color is invalid\n"); return 1; } // Deterministic seed placement so re-runs reproduce. struct Bubble { int x, y, r; int rimRsq; int rSq; }; std::vector bubbles; bubbles.reserve(bubbleCount); uint32_t rng = static_cast(bubbleCount) * 0x9E3779B9u + static_cast(W) * 0x85EBCA6Bu + static_cast(maxR); auto rngStep = [&]() { rng ^= rng << 13; rng ^= rng >> 17; rng ^= rng << 5; return rng; }; int radSpan = maxR - minR + 1; for (int s = 0; s < bubbleCount; ++s) { Bubble b; b.x = static_cast((rngStep() & 0xFFFF) / 65535.0f * W); b.y = static_cast((rngStep() & 0xFFFF) / 65535.0f * H); b.r = minR + static_cast(rngStep() % radSpan); b.rSq = b.r * b.r; int innerR = std::max(1, b.r - rimW); b.rimRsq = innerR * innerR; bubbles.push_back(b); } std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { bool onRim = false; bool hasFill = false; for (const auto& b : bubbles) { int dx = b.x - x; int dy = b.y - y; int distSq = dx * dx + dy * dy; if (distSq > b.rSq) continue; hasFill = true; if (distSq >= b.rimRsq) { onRim = true; break; // rim wins; no need to check further } } uint8_t r, g, b; if (onRim) { r = rr; g = rg; b = rb_; } else if (hasFill) { r = fr; g = fg; b = fb_; } else { r = br_; g = bg_; b = bb_; } size_t idx = (static_cast(y) * W + x) * 3; pixels[idx + 0] = r; pixels[idx + 1] = g; pixels[idx + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-bubbles: 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(" bg/fill/rim: %s / %s / %s\n", bgHex.c_str(), fillHex.c_str(), rimHex.c_str()); std::printf(" bubbles : %d (radius %d-%d, rim %d px)\n", bubbleCount, minR, maxR, rimW); return 0; } int handleSpiderWeb(int& i, int argc, char** argv) { // Spider web: classic geometric web with N radial spokes // and M concentric polygonal rings centered on the image. // Spokes are detected by angular distance to the nearest // multiple of 2pi/N (scaled by radius so spokes are pixel- // wide near the center and stay readable far out). Rings // are detected by radial distance to the nearest of M // evenly-spaced radii. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string webHex = argv[++i]; int spokes = 8; int rings = 5; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { spokes = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { rings = 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 || spokes < 3 || spokes > 64 || rings < 1 || rings > 32) { std::fprintf(stderr, "gen-texture-spider-web: invalid dims (W/H 1..8192, spokes 3..64, rings 1..32)\n"); return 1; } uint8_t br_, bg_, bb_, wr, wg, wb_; if (!parseHex(bgHex, br_, bg_, bb_) || !parseHex(webHex, wr, wg, wb_)) { std::fprintf(stderr, "gen-texture-spider-web: bg or web hex color is invalid\n"); return 1; } constexpr float kPi = 3.14159265358979323846f; const float cx = W * 0.5f; const float cy = H * 0.5f; // Web extends to the smaller half-extent so it always fits. const float maxR = std::min(cx, cy); const float spokeStep = 2.0f * kPi / spokes; const float ringStep = maxR / rings; // Line widths in pixels — kept fixed so the web reads at any // image size; users wanting a denser/thicker web can re-run // with bigger spoke/ring counts. const float lineHalfW = 1.0f; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float dx = x + 0.5f - cx; float dy = y + 0.5f - cy; float r = std::sqrt(dx * dx + dy * dy); uint8_t cr_, cg_, cb_; cr_ = br_; cg_ = bg_; cb_ = bb_; if (r > 0.5f && r < maxR + lineHalfW) { // Spoke check: angular distance to nearest spoke // line, measured as arc length (= r * dTheta) so // spokes have constant pixel width regardless of r. float theta = std::atan2(dy, dx); float wrapped = std::fmod(theta + kPi * 100.0f, spokeStep); float spokeDelta = std::min(wrapped, spokeStep - wrapped); float arcDist = spokeDelta * r; if (arcDist <= lineHalfW) { cr_ = wr; cg_ = wg; cb_ = wb_; } // Ring check: nearest ring radius. Skip the // would-be ring at r=0 (which is the center). float ringIdx = r / ringStep; float nearestRing = std::round(ringIdx) * ringStep; if (nearestRing > 0.5f && std::fabs(r - nearestRing) <= lineHalfW) { cr_ = wr; cg_ = wg; cb_ = wb_; } } size_t idx = (static_cast(y) * W + x) * 3; pixels[idx + 0] = cr_; pixels[idx + 1] = cg_; pixels[idx + 2] = cb_; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-spider-web: 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 (web center at %.1f, %.1f)\n", W, H, cx, cy); std::printf(" bg / web : %s / %s\n", bgHex.c_str(), webHex.c_str()); std::printf(" spokes : %d (every %.1f°)\n", spokes, 360.0f / spokes); std::printf(" rings : %d (spacing %.1f px)\n", rings, ringStep); return 0; } int handleGingham(int& i, int argc, char** argv) { // Gingham: classic picnic-blanket / shirt fabric pattern. // Two perpendicular sets of stripes (horizontal + vertical) // with a darker color where they cross. The crossing creates // the characteristic 3-tone checker that gingham is known // for, distinct from --gen-texture-checker (solid blocks). std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string stripeHex = argv[++i]; std::string crossHex = argv[++i]; int stripeSpacing = 16; int stripeWidth = 8; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { stripeSpacing = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { stripeWidth = 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 || stripeSpacing < 4 || stripeSpacing > 256 || stripeWidth < 1 || stripeWidth >= stripeSpacing) { std::fprintf(stderr, "gen-texture-gingham: invalid dims (W/H 1..8192, spacing 4..256, width 1..spacing-1)\n"); return 1; } uint8_t br_, bg_, bb_, sr, sg, sb_, cr_, cg_, cb_; if (!parseHex(bgHex, br_, bg_, bb_) || !parseHex(stripeHex, sr, sg, sb_) || !parseHex(crossHex, cr_, cg_, cb_)) { std::fprintf(stderr, "gen-texture-gingham: bg/stripe/cross hex color is invalid\n"); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { bool inHStripe = ((y % stripeSpacing) < stripeWidth); for (int x = 0; x < W; ++x) { bool inVStripe = ((x % stripeSpacing) < stripeWidth); uint8_t r, g, b; if (inHStripe && inVStripe) { // Crossing region: darkest of the three colors. r = cr_; g = cg_; b = cb_; } else if (inHStripe || inVStripe) { // Single-direction stripe band. r = sr; g = sg; b = sb_; } else { r = br_; g = bg_; b = bb_; } size_t idx = (static_cast(y) * W + x) * 3; pixels[idx + 0] = r; pixels[idx + 1] = g; pixels[idx + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-gingham: 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(" bg/stripe/cross : %s / %s / %s\n", bgHex.c_str(), stripeHex.c_str(), crossHex.c_str()); std::printf(" spacing : %d px (stripe width %d)\n", stripeSpacing, stripeWidth); return 0; } int handleLattice(int& i, int argc, char** argv) { // Lattice: garden trellis — two sets of diagonal lines, one // at +45° and one at -45°, drawn simultaneously across the // whole image so they form diamond-shaped openings between // the lines. Distinct from --gen-texture-herringbone (which // alternates strip orientation) — this draws both diagonals // at every pixel. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string lineHex = argv[++i]; int lineSpacing = 24; int lineWidth = 3; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { lineSpacing = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { lineWidth = 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 || lineSpacing < 4 || lineSpacing > 256 || lineWidth < 1 || lineWidth >= lineSpacing) { std::fprintf(stderr, "gen-texture-lattice: invalid dims (W/H 1..8192, spacing 4..256, width 1..spacing-1)\n"); return 1; } uint8_t br_, bg_, bb_, lr, lg, lb_; if (!parseHex(bgHex, br_, bg_, bb_) || !parseHex(lineHex, lr, lg, lb_)) { std::fprintf(stderr, "gen-texture-lattice: bg or line hex color is invalid\n"); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { // +45° line set: where (x + y) mod spacing is small. int posMod = ((x + y) % lineSpacing + lineSpacing) % lineSpacing; // -45° line set: where (x - y) mod spacing is small. int negMod = ((x - y) % lineSpacing + lineSpacing) % lineSpacing; bool onLine = (posMod < lineWidth) || (negMod < lineWidth); uint8_t r, g, b; if (onLine) { r = lr; g = lg; b = lb_; } else { r = br_; g = bg_; b = bb_; } size_t idx = (static_cast(y) * W + x) * 3; pixels[idx + 0] = r; pixels[idx + 1] = g; pixels[idx + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-lattice: 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(" bg / line : %s / %s\n", bgHex.c_str(), lineHex.c_str()); std::printf(" diagonals : ±45° at %d-px spacing, %d-px width\n", lineSpacing, lineWidth); return 0; } int handleHoneycomb(int& i, int argc, char** argv) { // Honeycomb: hexagonal cell tiling. Hex centers sit on a // triangular lattice (alternating rows shifted by half a // horizontal step); each pixel is classified by which hex // center it's nearest to (Voronoi cells of a triangular // lattice are perfect hexagons). Pixels near a cell // boundary become the border color. std::string outPath = argv[++i]; std::string fillHex = argv[++i]; std::string borderHex = argv[++i]; int hexSide = 16; // hex side length in pixels int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { hexSide = 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 || hexSide < 4 || hexSide > 256) { std::fprintf(stderr, "gen-texture-honeycomb: invalid dims (W/H 1..8192, hexSide 4..256)\n"); return 1; } uint8_t fr, fg, fb_, br_, bg_, bb_; if (!parseHex(fillHex, fr, fg, fb_) || !parseHex(borderHex, br_, bg_, bb_)) { std::fprintf(stderr, "gen-texture-honeycomb: fill or border hex color is invalid\n"); return 1; } constexpr float kSqrt3 = 1.7320508075688772f; // Pointy-top hex grid: horizontal step = hexSide * sqrt(3), // vertical step = hexSide * 1.5; alternate rows shifted by // half the horizontal step. float hStep = hexSide * kSqrt3; float vStep = hexSide * 1.5f; // Generate seeds covering the image (with a 2-cell margin // on each side so border pixels at the image edge always // have a 'second nearest' to compare against). struct Seed { float x, y; }; std::vector seeds; int rowMin = -2; int rowMax = static_cast(H / vStep) + 3; int colMin = -2; int colMax = static_cast(W / hStep) + 3; seeds.reserve((rowMax - rowMin + 1) * (colMax - colMin + 1)); for (int row = rowMin; row <= rowMax; ++row) { float shift = (row & 1) ? hStep * 0.5f : 0.0f; for (int col = colMin; col <= colMax; ++col) { seeds.push_back({col * hStep + shift, row * vStep}); } } // Border ratio: pixels where second-nearest seed is within // 1.04x of the nearest become border. Tuned so border is // 1-2 px at hexSide=16 and scales naturally with hexSide. const float boundaryRatio = 1.04f; const float boundaryRatioSq = boundaryRatio * boundaryRatio; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { float fy = static_cast(y); for (int x = 0; x < W; ++x) { float fx = static_cast(x); float bestSq = 1e30f, secondSq = 1e30f; for (const auto& s : seeds) { float dx = s.x - fx; float dy = s.y - fy; float d2 = dx * dx + dy * dy; if (d2 < bestSq) { secondSq = bestSq; bestSq = d2; } else if (d2 < secondSq) { secondSq = d2; } } float ratioSq = (bestSq > 0.0f) ? secondSq / bestSq : 1e30f; uint8_t r, g, b; if (ratioSq < boundaryRatioSq) { r = br_; g = bg_; b = bb_; } else { r = fr; g = fg; b = fb_; } size_t idx = (static_cast(y) * W + x) * 3; pixels[idx + 0] = r; pixels[idx + 1] = g; pixels[idx + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-honeycomb: 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(" fill / border : %s / %s\n", fillHex.c_str(), borderHex.c_str()); std::printf(" hex side : %d px (%zu seeds total)\n", hexSide, seeds.size()); return 0; } int handleCracked(int& i, int argc, char** argv) { // Cracked: organic crack network done via recursive random // walks from N seed nuclei. Each seed spawns a crack that // walks in a random direction for some length, then with // 60% chance branches into one or two more cracks of // shorter length. Result: irregular fissures that read as // cracked mud, dry earth, broken glass, weathered stone. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string crackHex = argv[++i]; int seedCount = 12; int maxLength = 40; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seedCount = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { maxLength = 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 || seedCount < 1 || seedCount > 4096 || maxLength < 4 || maxLength > 1024) { std::fprintf(stderr, "gen-texture-cracked: invalid dims (W/H 1..8192, seeds 1..4096, maxLen 4..1024)\n"); return 1; } uint8_t br_, bg_, bb_, cr_, cg_, cb_; if (!parseHex(bgHex, br_, bg_, bb_) || !parseHex(crackHex, cr_, cg_, cb_)) { std::fprintf(stderr, "gen-texture-cracked: bg or crack hex color is invalid\n"); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); for (size_t p = 0; p < pixels.size(); p += 3) { pixels[p + 0] = br_; pixels[p + 1] = bg_; pixels[p + 2] = bb_; } // Deterministic LCG so re-runs reproduce the same pattern. uint32_t rng = static_cast(seedCount) * 0x9E3779B9u + static_cast(W) * 0x85EBCA6Bu + static_cast(maxLength); auto rngStep = [&]() { rng ^= rng << 13; rng ^= rng >> 17; rng ^= rng << 5; return rng; }; auto next01 = [&]() { return (rngStep() & 0xFFFFFF) / float(0x1000000); }; auto paintPixel = [&](int x, int y) { if (x < 0 || x >= W || y < 0 || y >= H) return; size_t idx = (static_cast(y) * W + x) * 3; pixels[idx + 0] = cr_; pixels[idx + 1] = cg_; pixels[idx + 2] = cb_; }; constexpr float kPi = 3.14159265358979323846f; // Iterative DFS instead of true recursion so we don't blow // the stack on long branching chains. struct Crack { float x, y; int remaining; }; std::vector stack; for (int s = 0; s < seedCount; ++s) { Crack seed; seed.x = next01() * W; seed.y = next01() * H; seed.remaining = maxLength; stack.push_back(seed); } while (!stack.empty()) { Crack c = stack.back(); stack.pop_back(); if (c.remaining <= 0) continue; // Pick a random direction (any angle) and a per-segment // length up to remaining. float angle = next01() * 2.0f * kPi; float dx = std::cos(angle); float dy = std::sin(angle); int segLen = 4 + static_cast(next01() * (c.remaining - 4)); float fx = c.x, fy = c.y; for (int t = 0; t < segLen; ++t) { paintPixel(static_cast(fx), static_cast(fy)); fx += dx; fy += dy; } // Branching: 60% chance the segment endpoint spawns 1 // more crack of half-remaining length, 25% chance it // spawns 2 (so most cracks die out, a few network). float branchRoll = next01(); int branches = (branchRoll < 0.25f) ? 2 : (branchRoll < 0.85f) ? 1 : 0; for (int b = 0; b < branches; ++b) { stack.push_back({fx, fy, c.remaining / 2}); } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-cracked: 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(" bg / crack : %s / %s\n", bgHex.c_str(), crackHex.c_str()); std::printf(" seeds : %d (max length %d, branching DFS)\n", seedCount, maxLength); return 0; } } // namespace bool handleGenTexture(int& i, int argc, char** argv, int& outRc) { if (std::strcmp(argv[i], "--gen-texture-gradient") == 0 && i + 3 < argc) { outRc = handleGradient(i, argc, argv); return true; } // noise-color first because the prefix-match would otherwise hit // 'noise' on a 'noise-color' invocation. if (std::strcmp(argv[i], "--gen-texture-noise-color") == 0 && i + 3 < argc) { outRc = handleNoiseColor(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-noise") == 0 && i + 1 < argc) { outRc = handleNoise(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-radial") == 0 && i + 3 < argc) { outRc = handleRadial(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-stripes") == 0 && i + 3 < argc) { outRc = handleStripes(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-dots") == 0 && i + 3 < argc) { outRc = handleDots(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-rings") == 0 && i + 3 < argc) { outRc = handleRings(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-checker") == 0 && i + 3 < argc) { outRc = handleChecker(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-brick") == 0 && i + 3 < argc) { outRc = handleBrick(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-wood") == 0 && i + 3 < argc) { outRc = handleWood(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-grass") == 0 && i + 3 < argc) { outRc = handleGrass(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-fabric") == 0 && i + 3 < argc) { outRc = handleFabric(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-cobble") == 0 && i + 3 < argc) { outRc = handleCobble(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-marble") == 0 && i + 2 < argc) { outRc = handleMarble(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-metal") == 0 && i + 2 < argc) { outRc = handleMetal(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-leather") == 0 && i + 2 < argc) { outRc = handleLeather(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-sand") == 0 && i + 2 < argc) { outRc = handleSand(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-snow") == 0 && i + 2 < argc) { outRc = handleSnow(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-lava") == 0 && i + 3 < argc) { outRc = handleLava(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-tile") == 0 && i + 3 < argc) { outRc = handleTile(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-bark") == 0 && i + 3 < argc) { outRc = handleBark(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-clouds") == 0 && i + 3 < argc) { outRc = handleClouds(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-stars") == 0 && i + 3 < argc) { outRc = handleStars(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-vines") == 0 && i + 3 < argc) { outRc = handleVines(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-mosaic") == 0 && i + 4 < argc) { outRc = handleMosaic(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-rust") == 0 && i + 3 < argc) { outRc = handleRust(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-circuit") == 0 && i + 3 < argc) { outRc = handleCircuit(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-coral") == 0 && i + 3 < argc) { outRc = handleCoral(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-flame") == 0 && i + 3 < argc) { outRc = handleFlame(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-tartan") == 0 && i + 4 < argc) { outRc = handleTartan(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-argyle") == 0 && i + 4 < argc) { outRc = handleArgyle(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-herringbone") == 0 && i + 3 < argc) { outRc = handleHerringbone(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-scales") == 0 && i + 4 < argc) { outRc = handleScales(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-stained-glass") == 0 && i + 5 < argc) { outRc = handleStainedGlass(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-shingles") == 0 && i + 4 < argc) { outRc = handleShingles(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-frost") == 0 && i + 3 < argc) { outRc = handleFrost(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-parquet") == 0 && i + 4 < argc) { outRc = handleParquet(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-bubbles") == 0 && i + 4 < argc) { outRc = handleBubbles(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-spider-web") == 0 && i + 3 < argc) { outRc = handleSpiderWeb(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-gingham") == 0 && i + 4 < argc) { outRc = handleGingham(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-lattice") == 0 && i + 3 < argc) { outRc = handleLattice(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-honeycomb") == 0 && i + 3 < argc) { outRc = handleHoneycomb(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-cracked") == 0 && i + 3 < argc) { outRc = handleCracked(i, argc, argv); return true; } return false; } } // namespace cli } // namespace editor } // namespace wowee