#include "cli_gen_texture.hpp" #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; } } // namespace bool handleGenTexture(int& i, int argc, char** argv, int& outRc) { 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; } return false; } } // namespace cli } // namespace editor } // namespace wowee