#include "cli_gen_texture.hpp" #include "cli_arg_parse.hpp" #include "cli_png_emit.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 '#'. 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; parseOptInt(i, argc, argv, stonePx); parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(stoneHex, sr, sg, sb, "gen-texture-cobble")) return 1; if (!parseHexOrError(mortarHex, mr, mg, mb, "gen-texture-cobble")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-cobble")) return 1; printPngWrote(outPath, 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; parseOptUint(i, argc, argv, seed); parseOptFloat(i, argc, argv, sharpness); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(baseHex, br, bg, bb_, "gen-texture-marble")) return 1; if (!parseHexOrError(veinHex, vr, vg, vb, "gen-texture-marble")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-marble")) return 1; printPngWrote(outPath, 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; parseOptUint(i, argc, argv, seed); if (i + 1 < argc && argv[i + 1][0] != '-') { orientation = argv[++i]; } parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(baseHex, mr, mg, mb, "gen-texture-metal")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-metal")) return 1; printPngWrote(outPath, 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; parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, grainSize); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(baseHex, lr, lg, lb, "gen-texture-leather")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-leather")) return 1; printPngWrote(outPath, 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; parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, rippleSpacing); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(baseHex, br, bg, bb_, "gen-texture-sand")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-sand")) return 1; printPngWrote(outPath, 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; parseOptUint(i, argc, argv, seed); parseOptFloat(i, argc, argv, density); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(baseHex, br, bg, bb_, "gen-texture-snow")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-snow")) return 1; printPngWrote(outPath, 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; parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, crackScale); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(darkHex, dr, dg, db, "gen-texture-lava")) return 1; if (!parseHexOrError(hotHex, hr, hg, hb, "gen-texture-lava")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-lava")) return 1; printPngWrote(outPath, 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++; } } parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(fromHex, r0, g0, b0, "gen-texture-gradient")) return 1; if (!parseHexOrError(toHex, r1, g1, b1, "gen-texture-gradient")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-gradient")) return 1; printPngWrote(outPath, 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 (...) {} } parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-noise")) return 1; printPngWrote(outPath, 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 (...) {} } parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(aHex, ra, ga, ba, "gen-texture-noise-color")) return 1; if (!parseHexOrError(bHex, rb, gb, bb, "gen-texture-noise-color")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-noise-color")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(centerHex, rc, gc, bc, "gen-texture-radial")) return 1; if (!parseHexOrError(edgeHex, re, ge, be, "gen-texture-radial")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-radial")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, stripePx); 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++; } } parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(aHex, ra, ga, ba, "gen-texture-stripes")) return 1; if (!parseHexOrError(bHex, rb, gb, bb, "gen-texture-stripes")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-stripes")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, radius); parseOptInt(i, argc, argv, spacing); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(bgHex, br, bg, bb, "gen-texture-dots")) return 1; if (!parseHexOrError(dotHex, dr, dg, db, "gen-texture-dots")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-dots")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, ringPx); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(aHex, ra, ga, ba, "gen-texture-rings")) return 1; if (!parseHexOrError(bHex, rb, gb, bb, "gen-texture-rings")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-rings")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, cellPx); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(aHex, ra, ga, ba, "gen-texture-checker")) return 1; if (!parseHexOrError(bHex, rb, gb, bb, "gen-texture-checker")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-checker")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, brickW); parseOptInt(i, argc, argv, brickH); parseOptInt(i, argc, argv, mortarPx); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(brickHex, br, bg, bb_, "gen-texture-brick")) return 1; if (!parseHexOrError(mortarHex, mr, mg, mb, "gen-texture-brick")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-brick")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, spacing); parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(lightHex, lr, lg, lb, "gen-texture-wood")) return 1; if (!parseHexOrError(darkHex, dr, dg, db, "gen-texture-wood")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-wood")) return 1; printPngWrote(outPath, 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; parseOptFloat(i, argc, argv, density); parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(baseHex, br, bg, bb_, "gen-texture-grass")) return 1; if (!parseHexOrError(bladeHex, gr, gg, gb, "gen-texture-grass")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-grass")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, threadPx); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(warpHex, wr, wg, wb, "gen-texture-fabric")) return 1; if (!parseHexOrError(weftHex, fr, fg, fb, "gen-texture-fabric")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-fabric")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, tilePx); parseOptInt(i, argc, argv, groutPx); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(tileHex, tr, tg, tb, "gen-texture-tile")) return 1; if (!parseHexOrError(groutHex, gr, gg, gb, "gen-texture-tile")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-tile")) return 1; printPngWrote(outPath, 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; parseOptUint(i, argc, argv, seed); parseOptFloat(i, argc, argv, density); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(baseHex, br, bg, bb_, "gen-texture-bark")) return 1; if (!parseHexOrError(crackHex, cr, cg, cb, "gen-texture-bark")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-bark")) return 1; printPngWrote(outPath, 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; parseOptUint(i, argc, argv, seed); parseOptFloat(i, argc, argv, coverage); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(skyHex, sr, sg, sb, "gen-texture-clouds")) return 1; if (!parseHexOrError(cloudHex, cr, cg, cb, "gen-texture-clouds")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-clouds")) return 1; printPngWrote(outPath, 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; parseOptUint(i, argc, argv, seed); parseOptFloat(i, argc, argv, density); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(bgHex, br, bg, bb_, "gen-texture-stars")) return 1; if (!parseHexOrError(starHex, sr, sg, sb, "gen-texture-stars")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-stars")) return 1; printPngWrote(outPath, 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; parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, vineCount); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(wallHex, wr, wg, wb_, "gen-texture-vines")) return 1; if (!parseHexOrError(vineHex, vr, vg, vb, "gen-texture-vines")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-vines")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, tilePx); parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(aHex, ar, ag, ab, "gen-texture-mosaic")) return 1; if (!parseHexOrError(bHex, br, bg, bb_, "gen-texture-mosaic")) return 1; if (!parseHexOrError(cHex, cr, cg, cb, "gen-texture-mosaic")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-mosaic")) return 1; printPngWrote(outPath, 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; parseOptUint(i, argc, argv, seed); parseOptFloat(i, argc, argv, coverage); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(metalHex, mr, mg, mb, "gen-texture-rust")) return 1; if (!parseHexOrError(rustHex, rr, rg, rb, "gen-texture-rust")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-rust")) return 1; printPngWrote(outPath, 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; parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, traceCount); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(pcbHex, pr, pg, pb, "gen-texture-circuit")) return 1; if (!parseHexOrError(traceHex, tr, tg, tb, "gen-texture-circuit")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-circuit")) return 1; printPngWrote(outPath, 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; parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, branchCount); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(waterHex, wr, wg, wb_, "gen-texture-coral")) return 1; if (!parseHexOrError(coralHex, cr, cg, cb, "gen-texture-coral")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-coral")) return 1; printPngWrote(outPath, 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; parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(darkHex, dr, dg, db, "gen-texture-flame")) return 1; if (!parseHexOrError(hotHex, hr, hg, hb, "gen-texture-flame")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-flame")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, bandPx); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(aHex, ar, ag, ab, "gen-texture-tartan")) return 1; if (!parseHexOrError(bHex, br, bg, bb_, "gen-texture-tartan")) return 1; if (!parseHexOrError(cHex, cr_, cg_, cb_, "gen-texture-tartan")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-tartan")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, cellPx); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(aHex, ar, ag, ab, "gen-texture-argyle")) return 1; if (!parseHexOrError(bHex, br, bg, bb_, "gen-texture-argyle")) return 1; if (!parseHexOrError(stitchHex, sr_, sg_, sb_, "gen-texture-argyle")) 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_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-argyle")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, stripHeight); parseOptInt(i, argc, argv, lineSpacing); parseOptInt(i, argc, argv, lineWidth); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-herringbone")) return 1; if (!parseHexOrError(lineHex, lr_, lg_, lb_, "gen-texture-herringbone")) 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_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-herringbone")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, cellW); parseOptInt(i, argc, argv, cellH); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-scales")) return 1; if (!parseHexOrError(scaleHex, sr_, sg_, sb_, "gen-texture-scales")) return 1; if (!parseHexOrError(rimHex, rr_, rg_, rb_, "gen-texture-scales")) 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_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-scales")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, cellCount); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(leadHex, lr_, lg_, lb_, "gen-texture-stained-glass")) return 1; if (!parseHexOrError(aHex, ar, ag, ab, "gen-texture-stained-glass")) return 1; if (!parseHexOrError(bHex, br, bg, bb_, "gen-texture-stained-glass")) return 1; if (!parseHexOrError(cHex, cr_, cg_, cb_, "gen-texture-stained-glass")) 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_; } } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-stained-glass")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, shingleW); parseOptInt(i, argc, argv, shingleH); parseOptInt(i, argc, argv, shadowH); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(baseHex, br_, bg_, bb_, "gen-texture-shingles")) return 1; if (!parseHexOrError(shadowHex, sr_, sg_, sb_, "gen-texture-shingles")) return 1; if (!parseHexOrError(seamHex, er_, eg_, eb_, "gen-texture-shingles")) 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_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-shingles")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, seedCount); parseOptInt(i, argc, argv, rayLen); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-frost")) return 1; if (!parseHexOrError(iceHex, ir, ig, ib, "gen-texture-frost")) 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-frost")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, cellSize); parseOptInt(i, argc, argv, gapW); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(woodAHex, ar, ag, ab, "gen-texture-parquet")) return 1; if (!parseHexOrError(woodBHex, br, bg, bb_, "gen-texture-parquet")) return 1; if (!parseHexOrError(gapHex, gr, gg, gb_, "gen-texture-parquet")) 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_; } } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-parquet")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, bubbleCount); parseOptInt(i, argc, argv, minR); parseOptInt(i, argc, argv, maxR); parseOptInt(i, argc, argv, rimW); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-bubbles")) return 1; if (!parseHexOrError(fillHex, fr, fg, fb_, "gen-texture-bubbles")) return 1; if (!parseHexOrError(rimHex, rr, rg, rb_, "gen-texture-bubbles")) 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_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-bubbles")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, spokes); parseOptInt(i, argc, argv, rings); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-spider-web")) return 1; if (!parseHexOrError(webHex, wr, wg, wb_, "gen-texture-spider-web")) 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_; } } setPixelRGB(pixels, W, x, y, cr_, cg_, cb_); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-spider-web")) 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; parseOptInt(i, argc, argv, stripeSpacing); parseOptInt(i, argc, argv, stripeWidth); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-gingham")) return 1; if (!parseHexOrError(stripeHex, sr, sg, sb_, "gen-texture-gingham")) return 1; if (!parseHexOrError(crossHex, cr_, cg_, cb_, "gen-texture-gingham")) 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_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-gingham")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, lineSpacing); parseOptInt(i, argc, argv, lineWidth); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-lattice")) return 1; if (!parseHexOrError(lineHex, lr, lg, lb_, "gen-texture-lattice")) 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_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-lattice")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, hexSide); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(fillHex, fr, fg, fb_, "gen-texture-honeycomb")) return 1; if (!parseHexOrError(borderHex, br_, bg_, bb_, "gen-texture-honeycomb")) 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_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-honeycomb")) return 1; printPngWrote(outPath, 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; parseOptInt(i, argc, argv, seedCount); parseOptInt(i, argc, argv, maxLength); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); 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 (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-cracked")) return 1; if (!parseHexOrError(crackHex, cr_, cg_, cb_, "gen-texture-cracked")) 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; setPixelRGB(pixels, W, x, y, cr_, cg_, 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 (!savePngOrError(outPath, W, H, pixels, "gen-texture-cracked")) return 1; printPngWrote(outPath, 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; } int handleRunes(int& i, int argc, char** argv) { // Runes: magical glyphs scattered on a textured background. // Each rune is 3-5 random line segments emanating from a // center point; segments use 8 cardinal/diagonal angles // (0°, 45°, 90°, ...) so the strokes read as deliberate // angular runes rather than random scribbles. Layout is a // sparse grid with per-rune jitter so they look hand-carved. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string runeHex = argv[++i]; int gridSpacing = 64; // rune slot size int W = 256, H = 256; parseOptInt(i, argc, argv, gridSpacing); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || gridSpacing < 16 || gridSpacing > 512) { std::fprintf(stderr, "gen-texture-runes: invalid dims (W/H 1..8192, gridSpacing 16..512)\n"); return 1; } uint8_t br_, bg_, bb_, rr_, rg_, rb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-runes")) return 1; if (!parseHexOrError(runeHex, rr_, rg_, rb_, "gen-texture-runes")) 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_; } auto paint = [&](int x, int y) { if (x < 0 || x >= W || y < 0 || y >= H) return; setPixelRGB(pixels, W, x, y, rr_, rg_, rb_); }; auto drawLine = [&](int x0, int y0, int x1, int y1) { // Bresenham. Pixels paint with the rune color. int dx = std::abs(x1 - x0), sx = x0 < x1 ? 1 : -1; int dy = -std::abs(y1 - y0), sy = y0 < y1 ? 1 : -1; int err = dx + dy; while (true) { paint(x0, y0); if (x0 == x1 && y0 == y1) break; int e2 = 2 * err; if (e2 >= dy) { err += dy; x0 += sx; } if (e2 <= dx) { err += dx; y0 += sy; } } }; // 8 cardinal/diagonal direction unit vectors. static const int kDir[8][2] = { { 1, 0}, { 1, 1}, {0, 1}, {-1, 1}, {-1, 0}, {-1,-1}, {0, -1}, { 1, -1}, }; // Rune slot grid. Each slot gets a single rune centered // (with jitter) inside it. int slotR = gridSpacing / 2; uint32_t rng = static_cast(gridSpacing) * 0x9E3779B9u + static_cast(W) * 0x85EBCA6Bu; auto rngStep = [&]() { rng ^= rng << 13; rng ^= rng >> 17; rng ^= rng << 5; return rng; }; int runeRadius = slotR / 3; // half-length of each stroke int jitterMax = slotR / 4; int runeCount = 0; for (int sy = slotR; sy < H + slotR; sy += gridSpacing) { for (int sx = slotR; sx < W + slotR; sx += gridSpacing) { // Per-rune jitter so the layout doesn't look like a // perfect grid; 5% of slots are skipped (empty // ground between runes). if ((rngStep() & 0xFF) < 13) continue; // ~5% skip int cx = sx + (static_cast(rngStep() & 0xFF) - 128) * jitterMax / 128; int cy = sy + (static_cast(rngStep() & 0xFF) - 128) * jitterMax / 128; // 3-5 strokes per rune. int strokeCount = 3 + (rngStep() % 3); for (int s = 0; s < strokeCount; ++s) { int dirA = rngStep() & 7; int dirB = rngStep() & 7; int lenA = runeRadius * (40 + static_cast(rngStep() % 60)) / 100; int lenB = runeRadius * (40 + static_cast(rngStep() % 60)) / 100; int x0 = cx + kDir[dirA][0] * lenA; int y0 = cy + kDir[dirA][1] * lenA; int x1 = cx + kDir[dirB][0] * lenB; int y1 = cy + kDir[dirB][1] * lenB; drawLine(x0, y0, x1, y1); } runeCount++; } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-runes")) return 1; printPngWrote(outPath, W, H); std::printf(" bg / rune : %s / %s\n", bgHex.c_str(), runeHex.c_str()); std::printf(" runes : %d (slot %d px, 3-5 strokes each)\n", runeCount, gridSpacing); return 0; } int handleLeopard(int& i, int argc, char** argv) { // Leopard print: irregular spots scattered across a tan // background. Each spot is the union of 3-4 small // overlapping sub-circles at slightly offset positions — // gives spots an organic non-circular silhouette without // needing per-spot polygon authoring. Two colors total // (background + spot) for the classic leopard look. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string spotHex = argv[++i]; int spotCount = 60; int spotRadius = 8; int W = 256, H = 256; parseOptInt(i, argc, argv, spotCount); parseOptInt(i, argc, argv, spotRadius); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || spotCount < 1 || spotCount > 4096 || spotRadius < 2 || spotRadius > 256) { std::fprintf(stderr, "gen-texture-leopard: invalid dims (W/H 1..8192, spots 1..4096, radius 2..256)\n"); return 1; } uint8_t br_, bg_, bb_, sr_, sg_, sb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-leopard")) return 1; if (!parseHexOrError(spotHex, sr_, sg_, sb_, "gen-texture-leopard")) return 1; // Each spot is composed of 4 sub-circles. Pre-generate the // spot list so we can do a single pass per pixel. struct Spot { int cx[4], cy[4]; // sub-circle centers int rSq; // squared radius (shared) }; std::vector spots; spots.reserve(spotCount); uint32_t rng = static_cast(spotCount) * 0x9E3779B9u + static_cast(W) * 0x85EBCA6Bu + static_cast(spotRadius); auto rngStep = [&]() { rng ^= rng << 13; rng ^= rng >> 17; rng ^= rng << 5; return rng; }; for (int s = 0; s < spotCount; ++s) { Spot sp; // Sub-circle radius is 60% of nominal so the union // approximates a single spot of approximately the // requested radius. int subR = std::max(2, spotRadius * 6 / 10); sp.rSq = subR * subR; // Spot center placed uniformly across the image with a // half-radius padding so most spots stay inside. int sx = static_cast((rngStep() & 0xFFFF) / 65535.0f * W); int sy = static_cast((rngStep() & 0xFFFF) / 65535.0f * H); // Sub-circles offset by up to 0.5 * spotRadius from // the spot center, in 4 quadrants. Per-spot jitter // makes them irregular. int jitter = spotRadius / 2; for (int k = 0; k < 4; ++k) { int dx = static_cast((rngStep() & 0xFF) - 128) * jitter / 128; int dy = static_cast((rngStep() & 0xFF) - 128) * jitter / 128; sp.cx[k] = sx + dx; sp.cy[k] = sy + dy; } spots.push_back(sp); } 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_; } for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { // Inside any spot if any sub-circle covers (x, y). bool inSpot = false; for (const auto& sp : spots) { for (int k = 0; k < 4 && !inSpot; ++k) { int dx = sp.cx[k] - x; int dy = sp.cy[k] - y; if (dx * dx + dy * dy <= sp.rSq) inSpot = true; } if (inSpot) break; } if (inSpot) { setPixelRGB(pixels, W, x, y, sr_, sg_, sb_); } } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-leopard")) return 1; printPngWrote(outPath, W, H); std::printf(" bg / spot : %s / %s\n", bgHex.c_str(), spotHex.c_str()); std::printf(" spots : %d (radius ~%d, 4 sub-circles each)\n", spotCount, spotRadius); return 0; } int handleZebra(int& i, int argc, char** argv) { // Zebra: wavy parallel stripes. The base stripes run // horizontally; a sinusoidal y-shift in x makes them // undulate, producing the characteristic non-straight // zebra look without lining up perfectly with the row // grid. Two-color (bg + stripe) for the iconic black-on- // white animal-print effect. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string stripeHex = argv[++i]; int stripePeriod = 24; // stripe + gap together int amplitude = 8; // sine-wave amplitude (px) int wavelength = 80; // x-period of the sine wave (px) int W = 256, H = 256; parseOptInt(i, argc, argv, stripePeriod); parseOptInt(i, argc, argv, amplitude); parseOptInt(i, argc, argv, wavelength); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || stripePeriod < 4 || stripePeriod > 256 || amplitude < 0 || amplitude > 128 || wavelength < 8 || wavelength > 1024) { std::fprintf(stderr, "gen-texture-zebra: invalid dims (W/H 1..8192, period 4..256, " "amplitude 0..128, wavelength 8..1024)\n"); return 1; } uint8_t br_, bg_, bb_, sr, sg, sb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-zebra")) return 1; if (!parseHexOrError(stripeHex, sr, sg, sb_, "gen-texture-zebra")) return 1; constexpr float kPi = 3.14159265358979323846f; const float twoPi = 2.0f * kPi; std::vector pixels(static_cast(W) * H * 3, 0); int halfPeriod = stripePeriod / 2; // each stripe = half the period for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { // Apply sine perturbation to the row index. Each // column gets a y-shift based on cos(x * 2π/wavelength). float shift = amplitude * std::sin(x * twoPi / wavelength); int adjY = y + static_cast(shift); int phase = ((adjY % stripePeriod) + stripePeriod) % stripePeriod; uint8_t r, g, b; if (phase < halfPeriod) { r = sr; g = sg; b = sb_; // stripe } else { r = br_; g = bg_; b = bb_; // bg } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-zebra")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/stripe : %s / %s\n", bgHex.c_str(), stripeHex.c_str()); std::printf(" stripes : period %d (amplitude %d, wavelength %d px)\n", stripePeriod, amplitude, wavelength); return 0; } int handleKnit(int& i, int argc, char** argv) { // Knit: V-stitch pattern. Each stitch occupies a cellW x cellH // cell; the stitch is the V-shape made by two diagonal strokes // meeting at the apex (cellW/2, 0) and dropping to the cell's // bottom corners. Cells tile contiguously in both axes, giving // the iconic chevron-zigzag look of knitted fabric. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string stitchHex = argv[++i]; int cellW = 16; int cellH = 12; int strokeWidth = 2; int W = 256, H = 256; parseOptInt(i, argc, argv, cellW); parseOptInt(i, argc, argv, cellH); parseOptInt(i, argc, argv, strokeWidth); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || cellW < 4 || cellW > 256 || cellH < 4 || cellH > 256 || strokeWidth < 1 || strokeWidth >= cellH) { std::fprintf(stderr, "gen-texture-knit: invalid dims (W/H 1..8192, cellW/H 4..256, " "strokeWidth 1..cellH-1)\n"); return 1; } uint8_t br_, bg_, bb_, sr, sg, sb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-knit")) return 1; if (!parseHexOrError(stitchHex, sr, sg, sb_, "gen-texture-knit")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); // Slope of each V stroke: rise (cellH) over run (cellW/2) // gives slope = 2*cellH/cellW. Vertical strokeWidth in pixels // measures how far the pixel is from the ideal stroke line. const float slope = 2.0f * cellH / static_cast(cellW); for (int y = 0; y < H; ++y) { int localY = y % cellH; for (int x = 0; x < W; ++x) { int localX = x % cellW; // Distance from stitch apex along x. int d = std::abs(localX - cellW / 2); float expectedY = d * slope; // Pixel is "stitch" if its localY is within strokeWidth // of the V stroke's expected y at this x. uint8_t r, g, b; if (std::fabs(localY - expectedY) < strokeWidth) { r = sr; g = sg; b = sb_; } else { r = br_; g = bg_; b = bb_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-knit")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/stitch : %s / %s\n", bgHex.c_str(), stitchHex.c_str()); std::printf(" stitch : %dx%d (stroke %d px)\n", cellW, cellH, strokeWidth); return 0; } int handleBayer(int& i, int argc, char** argv) { // Classic 4x4 ordered-dither Bayer matrix tiled across the // image. Each pixel's color comes from interpolating bg → fg // by the matrix value at (x mod 4, y mod 4) normalized to // [0, 1]. Distinctive retro / dithered look — useful for // 8-bit-style backdrops, monochrome-CRT effects, ordered- // shadow approximations on low-bit palettes. std::string outPath = argv[++i]; std::string aHex = argv[++i]; // dark color (matrix value 0) std::string bHex = argv[++i]; // light color (matrix value 15) int cellSize = 4; // pixels per matrix cell int W = 256, H = 256; parseOptInt(i, argc, argv, cellSize); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || cellSize < 1 || cellSize > 256) { std::fprintf(stderr, "gen-texture-bayer: invalid dims (W/H 1..8192, " "cellSize 1..256)\n"); return 1; } uint8_t ar, ag, ab, br_, bg_, bb_; if (!parseHexOrError(aHex, ar, ag, ab, "gen-texture-bayer")) return 1; if (!parseHexOrError(bHex, br_, bg_, bb_, "gen-texture-bayer")) return 1; // 4x4 Bayer matrix values 0..15 (ordered-dither standard). static const int kBayer4[4][4] = { { 0, 8, 2, 10}, {12, 4, 14, 6}, { 3, 11, 1, 9}, {15, 7, 13, 5}, }; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { int my = (y / cellSize) & 3; for (int x = 0; x < W; ++x) { int mx = (x / cellSize) & 3; // Normalize 0..15 to 0..1 and interpolate. float t = kBayer4[my][mx] / 15.0f; uint8_t r = static_cast(ar + t * (br_ - ar)); uint8_t g = static_cast(ag + t * (bg_ - ag)); uint8_t b = static_cast(ab + t * (bb_ - ab)); setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-bayer")) return 1; printPngWrote(outPath, W, H); std::printf(" a / b : %s / %s\n", aHex.c_str(), bHex.c_str()); std::printf(" cell : %d px (4x4 matrix → %d-px tile)\n", cellSize, cellSize * 4); return 0; } int handleHalftone(int& i, int argc, char** argv) { // Halftone: regular grid of dots whose radii grow with a // configurable gradient direction (vertical, horizontal, or // radial-from-center). Mimics the comic-print / newspaper // image-reproduction trick of varying dot size to encode // grayscale. Distinct from --gen-texture-dots (uniform dot // radius) and --gen-texture-studs (uniform with inner // highlight) — halftone is the gradient-modulated variant. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string dotHex = argv[++i]; int stride = 16; int maxR = 7; char dir = 'v'; // 'v' vertical, 'h' horizontal, 'r' radial int W = 256, H = 256; parseOptInt(i, argc, argv, stride); parseOptInt(i, argc, argv, maxR); if (i + 1 < argc && argv[i + 1][0] != '-') { const char* a = argv[++i]; if (a[0] == 'h' || a[0] == 'H') dir = 'h'; else if (a[0] == 'r' || a[0] == 'R') dir = 'r'; else dir = 'v'; } parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || stride < 4 || stride > 1024 || maxR < 1 || maxR * 2 >= stride) { std::fprintf(stderr, "gen-texture-halftone: invalid dims (W/H 1..8192, " "stride 4..1024, maxR 1..stride/2)\n"); return 1; } uint8_t br_, bg_, bb_, dr, dg, db; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-halftone")) return 1; if (!parseHexOrError(dotHex, dr, dg, db, "gen-texture-halftone")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); const float cx = W * 0.5f; const float cy = H * 0.5f; const float maxDist = std::sqrt(cx * cx + cy * cy); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { // Find nearest grid center. int col = (x + stride / 2) / stride; int row = (y + stride / 2) / stride; float gx = col * stride; float gy = row * stride; // Gradient value t in [0, 1] at the cell center based // on direction. float t; if (dir == 'h') { t = gx / (W - 1); } else if (dir == 'r') { float dxc = gx - cx, dyc = gy - cy; t = std::sqrt(dxc * dxc + dyc * dyc) / maxDist; } else { t = gy / (H - 1); } float r = maxR * t; float ddx = x - gx; float ddy = y - gy; float d = std::sqrt(ddx * ddx + ddy * ddy); uint8_t outR, outG, outB; if (d < r) { outR = dr; outG = dg; outB = db; } else { outR = br_; outG = bg_; outB = bb_; } setPixelRGB(pixels, W, x, y, outR, outG, outB); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-halftone")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/dot : %s / %s\n", bgHex.c_str(), dotHex.c_str()); std::printf(" grid : stride=%d, maxR=%d, dir=%s\n", stride, maxR, dir == 'h' ? "horizontal" : (dir == 'r' ? "radial" : "vertical")); return 0; } int handleStar(int& i, int argc, char** argv) { // N-pointed star polygon centered on the texture. Each pixel // computes its polar (r, θ); the star boundary at any θ // alternates between outer and inner radii using a 2π/N // saw-pattern. Pixels with r < boundary(θ) are filled with // the star color. Distinct from --gen-texture-starburst // (rays only) and --gen-texture-pinwheel (alternating wedges) // — star is a single solid polygon shape. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string starHex = argv[++i]; int points = 5; float innerFrac = 0.40f; // inner radius / outer radius int W = 256, H = 256; parseOptInt(i, argc, argv, points); parseOptFloat(i, argc, argv, innerFrac); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || points < 3 || points > 32 || innerFrac <= 0.0f || innerFrac >= 1.0f) { std::fprintf(stderr, "gen-texture-star: invalid dims (W/H 1..8192, " "points 3..32, innerFrac (0,1))\n"); return 1; } uint8_t br_, bg_, bb_, sr, sg, sb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-star")) return 1; if (!parseHexOrError(starHex, sr, sg, sb_, "gen-texture-star")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); const float twoPi = 6.28318530717958f; const float pi = 3.14159265358979f; const float cx = W * 0.5f; const float cy = H * 0.5f; const float outerR = std::min(cx, cy) * 0.95f; const float anglePer = twoPi / points; // Rotate so a point is at the top (-Y in screen coords). const float pointAngleOffset = -pi * 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 r = std::sqrt(dx * dx + dy * dy); // Map θ into [0, anglePer); position within determines // whether we're climbing toward a point (0..0.5 of the // sector) or descending (0.5..1). float theta = std::atan2(dy, dx) - pointAngleOffset + 100.0f * twoPi; float phase = std::fmod(theta, anglePer) / anglePer; // Triangular wave: 0 at sector start (point), 1 at // sector center (valley), 0 at sector end (next point). float tri = (phase < 0.5f) ? phase * 2.0f : (1.0f - phase) * 2.0f; float boundary = outerR * (1.0f - tri * (1.0f - innerFrac)); uint8_t resR, resG, resB; if (r < boundary) { resR = sr; resG = sg; resB = sb_; } else { resR = br_; resG = bg_; resB = bb_; } setPixelRGB(pixels, W, x, y, resR, resG, resB); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-star")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/star : %s / %s\n", bgHex.c_str(), starHex.c_str()); std::printf(" star : %d points, innerFrac=%.2f\n", points, innerFrac); return 0; } int handleCrackle(int& i, int argc, char** argv) { // Fine crack network from Worley cellular noise. For each // pixel, find the two nearest jittered cell centers; the // difference between (distance to second-nearest) and // (distance to nearest) approximates distance to the // Voronoi cell boundary. Pixels near a boundary get the // crack color; inside cells get the base. Distinct from // --gen-texture-cracked (wide stone cracks at large scale) // and --gen-texture-frost (6-spike crystal rosettes) — this // is the fine-mud / dry-leather / parched-earth variant. std::string outPath = argv[++i]; std::string baseHex = argv[++i]; std::string crackHex = argv[++i]; int stride = 14; float crackW = 1.5f; uint32_t seed = 1; int W = 256, H = 256; parseOptInt(i, argc, argv, stride); parseOptFloat(i, argc, argv, crackW); parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || stride < 4 || stride > 1024 || crackW <= 0.0f || crackW >= stride * 0.5f) { std::fprintf(stderr, "gen-texture-crackle: invalid dims (W/H 1..8192, " "stride 4..1024, crackW (0, stride/2))\n"); return 1; } uint8_t br_, bg_, bb_, cr_, cg_, cb_; if (!parseHexOrError(baseHex, br_, bg_, bb_, "gen-texture-crackle")) return 1; if (!parseHexOrError(crackHex, cr_, cg_, cb_, "gen-texture-crackle")) return 1; auto hash32 = [](uint32_t x) -> uint32_t { x ^= x >> 16; x *= 0x7feb352d; x ^= x >> 15; x *= 0x846ca68b; x ^= x >> 16; return x; }; auto cellHash = [&](int cx, int cy, uint32_t salt) -> uint32_t { uint32_t h = static_cast(cx) * 0x9E3779B1u ^ static_cast(cy) * 0x85EBCA77u ^ seed ^ salt; return hash32(h); }; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { int cellY = y / stride; for (int x = 0; x < W; ++x) { int cellX = x / stride; // Find the two smallest distances across the 9 cells. float d1 = 1e9f, d2 = 1e9f; for (int dy = -1; dy <= 1; ++dy) { for (int dx = -1; dx <= 1; ++dx) { int cx = cellX + dx; int cy = cellY + dy; float jx = (cellHash(cx, cy, 1) % 1000) / 1000.0f; float jy = (cellHash(cx, cy, 2) % 1000) / 1000.0f; float scx = (cx + jx) * stride; float scy = (cy + jy) * stride; float ddx = x - scx; float ddy = y - scy; float d = std::sqrt(ddx * ddx + ddy * ddy); if (d < d1) { d2 = d1; d1 = d; } else if (d < d2) { d2 = d; } } } float boundary = d2 - d1; // 0 at cell edge uint8_t r, g, b; if (boundary < crackW) { r = cr_; g = cg_; b = cb_; } else { r = br_; g = bg_; b = bb_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-crackle")) return 1; printPngWrote(outPath, W, H); std::printf(" base/crack : %s / %s\n", baseHex.c_str(), crackHex.c_str()); std::printf(" cells : stride=%d, crackW=%.2f, seed=%u\n", stride, crackW, seed); return 0; } int handleScratchedMetal(int& i, int argc, char** argv) { // Scratched / worn metal: base metal color overlaid with N // short angled line segments brightened against the base. // Each scratch is a hash-derived (cx, cy, length, angle) // segment drawn via Bresenham-style stepping. Useful for // weathered armor, worn weapon blades, well-used metal // tools, salvaged hull plating, ancient relic surfaces. std::string outPath = argv[++i]; std::string baseHex = argv[++i]; std::string scratchHex = argv[++i]; int scratchCount = 100; int maxLen = 24; uint32_t seed = 1; int W = 256, H = 256; parseOptInt(i, argc, argv, scratchCount); parseOptInt(i, argc, argv, maxLen); parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || scratchCount < 0 || scratchCount > 16384 || maxLen < 2 || maxLen > 1024) { std::fprintf(stderr, "gen-texture-scratched-metal: invalid dims (W/H 1..8192, " "scratchCount 0..16384, maxLen 2..1024)\n"); return 1; } uint8_t br_, bg_, bb_, sr, sg, sb_; if (!parseHexOrError(baseHex, br_, bg_, bb_, "gen-texture-scratched-metal")) return 1; if (!parseHexOrError(scratchHex, sr, sg, sb_, "gen-texture-scratched-metal")) return 1; auto hash32 = [](uint32_t x) -> uint32_t { x ^= x >> 16; x *= 0x7feb352d; x ^= x >> 15; x *= 0x846ca68b; x ^= x >> 16; return x; }; // Init pixels to base. std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { setPixelRGB(pixels, W, x, y, br_, bg_, bb_); } } // Draw each scratch as a stepped line. const float twoPi = 6.28318530717958f; for (int k = 0; k < scratchCount; ++k) { uint32_t h = hash32(static_cast(k) + seed); int cx = static_cast(h % W); int cy = static_cast((h >> 8) % H); int len = 4 + static_cast((h >> 16) % maxLen); float angle = static_cast((h >> 4) % 1000) / 1000.0f * twoPi; float dx = std::cos(angle); float dy = std::sin(angle); // Step from -len/2 to +len/2 along the angle. for (int t = -len / 2; t <= len / 2; ++t) { int px = static_cast(cx + dx * t + 0.5f); int py = static_cast(cy + dy * t + 0.5f); if (px < 0 || px >= W || py < 0 || py >= H) continue; setPixelRGB(pixels, W, px, py, sr, sg, sb_); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-scratched-metal")) return 1; printPngWrote(outPath, W, H); std::printf(" base/scratch : %s / %s\n", baseHex.c_str(), scratchHex.c_str()); std::printf(" scratches : %d (max len %d, seed %u)\n", scratchCount, maxLen, seed); return 0; } int handlePinwheel(int& i, int argc, char** argv) { // N-sector pinwheel: alternating colored triangular wedges // radiating from the texture center, each subtending 2π/N // radians. Distinct from --gen-texture-starburst (thin rays // with bg between) and --gen-texture-swirl (spiral arms) — // pinwheel uses solid wedges with no bg. Useful for ceiling // decorations, sun-mandala medallions, magical wheels, // wind-rose floor inlays. std::string outPath = argv[++i]; std::string aHex = argv[++i]; std::string bHex = argv[++i]; int sectors = 8; int W = 256, H = 256; parseOptInt(i, argc, argv, sectors); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || sectors < 2 || sectors > 256) { std::fprintf(stderr, "gen-texture-pinwheel: invalid dims (W/H 1..8192, " "sectors 2..256)\n"); return 1; } uint8_t ar, ag, ab, br_, bg_, bb_; if (!parseHexOrError(aHex, ar, ag, ab, "gen-texture-pinwheel")) return 1; if (!parseHexOrError(bHex, br_, bg_, bb_, "gen-texture-pinwheel")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); const float twoPi = 6.28318530717958f; const float cx = W * 0.5f; const float cy = H * 0.5f; const float anglePer = twoPi / sectors; for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float dx = x - cx; float dy = y - cy; float theta = std::atan2(dy, dx) + 100.0f * twoPi; int sector = static_cast(std::fmod(theta, twoPi) / anglePer); uint8_t r, g, b; if (sector & 1) { r = br_; g = bg_; b = bb_; } else { r = ar; g = ag; b = ab; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-pinwheel")) return 1; printPngWrote(outPath, W, H); std::printf(" a / b : %s / %s\n", aHex.c_str(), bHex.c_str()); std::printf(" sectors : %d\n", sectors); return 0; } int handleDewdrops(int& i, int argc, char** argv) { // Scattered dewdrops / water droplets: N small circles of // hash-derived (position, radius) blended onto bg via radial // brightness — bright at the center and fading to bg at the // drop edge. Where drops overlap they accumulate brighter // (max-of-individual-contributions). Useful for morning // grass blades, wet glass, leaf surfaces, magic-pool detail. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string dropHex = argv[++i]; int dropCount = 60; int maxR = 8; uint32_t seed = 1; int W = 256, H = 256; parseOptInt(i, argc, argv, dropCount); parseOptInt(i, argc, argv, maxR); parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || dropCount < 1 || dropCount > 8192 || maxR < 1 || maxR > 256) { std::fprintf(stderr, "gen-texture-dewdrops: invalid dims (W/H 1..8192, " "dropCount 1..8192, maxR 1..256)\n"); return 1; } uint8_t br_, bg_, bb_, dr, dg, db; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-dewdrops")) return 1; if (!parseHexOrError(dropHex, dr, dg, db, "gen-texture-dewdrops")) return 1; auto hash32 = [](uint32_t x) -> uint32_t { x ^= x >> 16; x *= 0x7feb352d; x ^= x >> 15; x *= 0x846ca68b; x ^= x >> 16; return x; }; // Pre-compute drop centers + radii. struct Drop { int cx, cy, R; }; std::vector drops(dropCount); for (int k = 0; k < dropCount; ++k) { uint32_t h = hash32(static_cast(k) + seed); drops[k].cx = static_cast(h % W); drops[k].cy = static_cast((h >> 8) % H); // Radius distributed in [maxR/4, maxR]. drops[k].R = maxR / 4 + static_cast((h >> 16) % (maxR * 3 / 4 + 1)); } // Compute per-pixel max contribution from any drop in range. std::vector bright(static_cast(W) * H, 0.0f); for (const Drop& d : drops) { int yLo = std::max(0, d.cy - d.R); int yHi = std::min(H - 1, d.cy + d.R); int xLo = std::max(0, d.cx - d.R); int xHi = std::min(W - 1, d.cx + d.R); for (int y = yLo; y <= yHi; ++y) { for (int x = xLo; x <= xHi; ++x) { int dx = x - d.cx, dy = y - d.cy; float dist = std::sqrt(static_cast(dx * dx + dy * dy)); if (dist > d.R) continue; float t = 1.0f - dist / d.R; float& b = bright[static_cast(y) * W + x]; if (t > b) b = t; } } } 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 = bright[static_cast(y) * W + x]; uint8_t r = static_cast(br_ + t * (dr - br_)); uint8_t g = static_cast(bg_ + t * (dg - bg_)); uint8_t b = static_cast(bb_ + t * (db - bb_)); setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-dewdrops")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/drop : %s / %s\n", bgHex.c_str(), dropHex.c_str()); std::printf(" drops : %d (max R=%d, seed %u)\n", dropCount, maxR, seed); return 0; } int handleLightbeam(int& i, int argc, char** argv) { // Vertical light-beam / sun-ray gradient. Brightness fades // both horizontally (away from the center column) and // vertically (top-down or bottom-up depending on direction // flag). Useful for dust-mote sunbeams, holy radiance, // crystal glow, lighthouse columns, projector / stage // light effects. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string beamHex = argv[++i]; int beamHalfW = 32; // half-width of bright core in pixels float vFadeFrac = 0.6f; // brightness retained at far end char dir = 'd'; // 'd' = brightest at top, fades down int W = 256, H = 256; parseOptInt(i, argc, argv, beamHalfW); parseOptFloat(i, argc, argv, vFadeFrac); if (i + 1 < argc && argv[i + 1][0] != '-') { const char* a = argv[++i]; if (a[0] == 'u' || a[0] == 'U') dir = 'u'; else if (a[0] == 'd' || a[0] == 'D') dir = 'd'; } parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || beamHalfW < 1 || beamHalfW > W || vFadeFrac < 0.0f || vFadeFrac > 1.0f) { std::fprintf(stderr, "gen-texture-lightbeam: invalid dims (W/H 1..8192, " "beamHalfW 1..W, vFadeFrac 0..1)\n"); return 1; } uint8_t br_, bg_, bb_, lr, lg, lb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-lightbeam")) return 1; if (!parseHexOrError(beamHex, lr, lg, lb_, "gen-texture-lightbeam")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); const float halfW = W * 0.5f; const float maxRadial = static_cast(W) * 0.5f; for (int y = 0; y < H; ++y) { // Vertical fade: 1.0 at the bright end, vFadeFrac at the // dim end. dir 'd' brightens at top (small y). float yT = static_cast(y) / (H - 1); if (dir == 'd') yT = 1.0f - yT * (1.0f - vFadeFrac); else yT = vFadeFrac + yT * (1.0f - vFadeFrac); for (int x = 0; x < W; ++x) { float dx = std::abs(x - halfW); // Radial fade: brightness drops from 1.0 in the core to // 0 at maxRadial. Outside the bright core, exponential // falloff continues to 0. float radialT; if (dx < beamHalfW) { radialT = 1.0f; } else { float t = (dx - beamHalfW) / (maxRadial - beamHalfW); radialT = std::max(0.0f, 1.0f - t); } float br = yT * radialT; uint8_t r = static_cast(br_ + br * (lr - br_)); uint8_t g = static_cast(bg_ + br * (lg - bg_)); uint8_t b = static_cast(bb_ + br * (lb_ - bb_)); setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-lightbeam")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/beam : %s / %s\n", bgHex.c_str(), beamHex.c_str()); std::printf(" beam : halfW=%d, vFade=%.2f, dir=%s\n", beamHalfW, vFadeFrac, dir == 'd' ? "down (bright top)" : "up (bright bottom)"); return 0; } int handleEmbroidery(int& i, int argc, char** argv) { // Cross-stitch embroidery: a grid of X-shape stitches. Each // cell holds an X formed by two diagonal strokes from cell // corners through the center. Distinct from --gen-texture- // checker (filled squares) and --gen-texture-knit (V-stitch // chevron) — embroidery is the explicit two-direction // diagonal stitch mark used by counted-thread textile work. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string threadHex = argv[++i]; int cellSize = 12; int strokeW = 2; int W = 256, H = 256; parseOptInt(i, argc, argv, cellSize); parseOptInt(i, argc, argv, strokeW); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || cellSize < 4 || cellSize > 1024 || strokeW < 1 || strokeW * 2 >= cellSize) { std::fprintf(stderr, "gen-texture-embroidery: invalid dims (W/H 1..8192, " "cellSize 4..1024, strokeW 1..cellSize/2)\n"); return 1; } uint8_t br_, bg_, bb_, tr, tg, tb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-embroidery")) return 1; if (!parseHexOrError(threadHex, tr, tg, tb_, "gen-texture-embroidery")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); const float halfW = strokeW * 0.5f; for (int y = 0; y < H; ++y) { int yLocal = y % cellSize; for (int x = 0; x < W; ++x) { int xLocal = x % cellSize; // X-shape test: pixel is on a diagonal stroke if // |xLocal - yLocal| < strokeW (top-left to bottom-right) // OR |xLocal + yLocal - cellSize| < strokeW // (top-right to bottom-left). float d1 = std::abs(static_cast(xLocal) - yLocal); float d2 = std::abs(static_cast(xLocal) + yLocal - cellSize); uint8_t r, g, b; if (d1 < halfW || d2 < halfW) { r = tr; g = tg; b = tb_; } else { r = br_; g = bg_; b = bb_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-embroidery")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/thread : %s / %s\n", bgHex.c_str(), threadHex.c_str()); std::printf(" cells : %d, strokeW=%d\n", cellSize, strokeW); return 0; } int handleMold(int& i, int argc, char** argv) { // Mold: Worley (cellular) noise thresholded into mold patches. // Each grid cell hosts a hash-jittered center; each pixel // computes its distance to the nearest center across 9 cells // (current + 8 neighbors) and is painted as mold if that // distance is under a fraction of stride. Distinct from // --gen-texture-moss (single-spot per cell with hash-derived // presence/jitter/radius) — mold has irregular field-shaped // patches rather than discrete circles, mimicking real fungal // growth. Useful for cellars, dungeon walls, plague zones, // sewer overflow, food-warehouse spoilage. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string moldHex = argv[++i]; int stride = 18; float thresholdFrac = 0.55f; // 0..1 of half-stride to count as mold uint32_t seed = 1; int W = 256, H = 256; parseOptInt(i, argc, argv, stride); parseOptFloat(i, argc, argv, thresholdFrac); parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || stride < 4 || stride > 1024 || thresholdFrac <= 0.0f || thresholdFrac > 1.0f) { std::fprintf(stderr, "gen-texture-mold: invalid dims (W/H 1..8192, " "stride 4..1024, thresholdFrac (0,1])\n"); return 1; } uint8_t br_, bg_, bb_, mr, mg, mb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-mold")) return 1; if (!parseHexOrError(moldHex, mr, mg, mb_, "gen-texture-mold")) return 1; auto hash32 = [](uint32_t x) -> uint32_t { x ^= x >> 16; x *= 0x7feb352d; x ^= x >> 15; x *= 0x846ca68b; x ^= x >> 16; return x; }; auto cellHash = [&](int cx, int cy, uint32_t salt) -> uint32_t { uint32_t h = static_cast(cx) * 0x9E3779B1u ^ static_cast(cy) * 0x85EBCA77u ^ seed ^ salt; return hash32(h); }; std::vector pixels(static_cast(W) * H * 3, 0); const float threshold = thresholdFrac * stride; for (int y = 0; y < H; ++y) { int cellY = y / stride; for (int x = 0; x < W; ++x) { int cellX = x / stride; // Distance to nearest center across 9 surrounding cells. float minDist = 1e9f; for (int dy = -1; dy <= 1; ++dy) { for (int dx = -1; dx <= 1; ++dx) { int cx = cellX + dx; int cy = cellY + dy; float jx = (cellHash(cx, cy, 1) % 1000) / 1000.0f; float jy = (cellHash(cx, cy, 2) % 1000) / 1000.0f; float scx = (cx + jx) * stride; float scy = (cy + jy) * stride; float ddx = x - scx; float ddy = y - scy; float d2 = ddx * ddx + ddy * ddy; if (d2 < minDist) minDist = d2; } } float d = std::sqrt(minDist); uint8_t r, g, b; if (d < threshold) { r = mr; g = mg; b = mb_; } else { r = br_; g = bg_; b = bb_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-mold")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/mold : %s / %s\n", bgHex.c_str(), moldHex.c_str()); std::printf(" Worley : stride=%d, threshold=%.2f, seed=%u\n", stride, thresholdFrac, seed); return 0; } int handleIronbark(int& i, int argc, char** argv) { // Ironbark: vertical wood-grain streaks (like --gen-texture- // bark) overlaid with horizontal "plate" bands at regular // intervals — the segmented look of mature hardwood / iron- // wood / sycamore bark. Within each plate cell, the inside // is the base wood color and the cell border is the dark // crack color. Distinct from --gen-texture-bark (vertical- // crack only) and --gen-texture-wood (vertical-streak only). std::string outPath = argv[++i]; std::string baseHex = argv[++i]; std::string crackHex = argv[++i]; int streakSpacing = 14; // horizontal pitch of vertical streaks int plateY = 48; // vertical pitch of horizontal plate bands int crackW = 1; // crack thickness uint32_t seed = 1; int W = 256, H = 256; parseOptInt(i, argc, argv, streakSpacing); parseOptInt(i, argc, argv, plateY); parseOptInt(i, argc, argv, crackW); parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || streakSpacing < 4 || streakSpacing > 1024 || plateY < 8 || plateY > 4096 || crackW < 1 || crackW * 4 >= std::min(streakSpacing, plateY)) { std::fprintf(stderr, "gen-texture-ironbark: invalid dims (W/H 1..8192, " "streakSpacing 4..1024, plateY 8..4096, crackW 1..min/4)\n"); return 1; } uint8_t lr, lg, lb_, dr, dg, db; if (!parseHexOrError(baseHex, lr, lg, lb_, "gen-texture-ironbark")) return 1; if (!parseHexOrError(crackHex, dr, dg, db, "gen-texture-ironbark")) return 1; auto hash32 = [](uint32_t x) -> uint32_t { x ^= x >> 16; x *= 0x7feb352d; x ^= x >> 15; x *= 0x846ca68b; x ^= x >> 16; return x; }; auto clampU8 = [](int v) { return v < 0 ? 0 : (v > 255 ? 255 : v); }; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { // Plate-cell row index + within-plate Y offset. int plateRow = y / plateY; int yInPlate = y - plateRow * plateY; // Horizontal crack: top crackW pixels of every plate. bool onPlateCrack = (yInPlate < crackW); for (int x = 0; x < W; ++x) { // Vertical streak: hash-jittered crack position per // streakSpacing column. int streakCol = x / streakSpacing; int xInStreak = x - streakCol * streakSpacing; // Per-streak hash determines exact crack offset within // the streakSpacing block, AND a per-streak-+-plateRow // brightness tint. uint32_t hStreak = hash32(streakCol * 0x9E3779B1u + seed); int crackOffset = static_cast(hStreak % streakSpacing); bool onStreakCrack = std::abs(xInStreak - crackOffset) < crackW; int tint = (static_cast(hash32( streakCol * 0x9E3779B1u + plateRow * 0x85EBCA77u + seed) % 31)) - 15; // -15..+15 brightness jitter uint8_t r, g, b; if (onPlateCrack || onStreakCrack) { r = dr; g = dg; b = db; } else { r = static_cast(clampU8(lr + tint)); g = static_cast(clampU8(lg + tint)); b = static_cast(clampU8(lb_ + tint)); } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-ironbark")) return 1; printPngWrote(outPath, W, H); std::printf(" base/crack : %s / %s\n", baseHex.c_str(), crackHex.c_str()); std::printf(" bark : streak=%d, plateY=%d, crackW=%d (seed %u)\n", streakSpacing, plateY, crackW, seed); return 0; } int handleSwirl(int& i, int argc, char** argv) { // Logarithmic spiral: pixels are colored as the spiral arm // when (θ - log(r) * spiralFactor) mod 2π/N falls inside a // small angular band. N independent arms tile the circle. // Distinct from --gen-texture-starburst (straight rays from // center) — this is the curved-arm vortex variant for magic // sigils, summoning circles, ritual floor markings, mystical- // pool surfaces. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string armHex = argv[++i]; int armCount = 3; float spiralFactor = 0.4f; // higher = tighter spiral float armWidth = 0.30f; // radians half-width int W = 256, H = 256; parseOptInt(i, argc, argv, armCount); parseOptFloat(i, argc, argv, spiralFactor); parseOptFloat(i, argc, argv, armWidth); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || armCount < 1 || armCount > 32 || spiralFactor <= 0.0f || spiralFactor > 10.0f || armWidth <= 0.0f || armWidth >= 3.14f) { std::fprintf(stderr, "gen-texture-swirl: invalid dims (W/H 1..8192, " "armCount 1..32, spiralFactor (0,10], armWidth (0,π))\n"); return 1; } uint8_t br_, bg_, bb_, ar, ag, ab; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-swirl")) return 1; if (!parseHexOrError(armHex, ar, ag, ab, "gen-texture-swirl")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); const float twoPi = 6.28318530717958f; const float cx = W * 0.5f; const float cy = H * 0.5f; const float anglePer = twoPi / armCount; for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float dx = x - cx; float dy = y - cy; float r = std::sqrt(dx * dx + dy * dy); // Avoid log(0) at the center: use r+1. float armPhase = std::atan2(dy, dx) - std::log(r + 1.0f) * spiralFactor; float wrapped = std::fmod(armPhase + 100.0f * twoPi, anglePer); float angDist = std::min(wrapped, anglePer - wrapped); uint8_t outR, outG, outB; if (angDist < armWidth) { outR = ar; outG = ag; outB = ab; } else { outR = br_; outG = bg_; outB = bb_; } setPixelRGB(pixels, W, x, y, outR, outG, outB); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-swirl")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/arm : %s / %s\n", bgHex.c_str(), armHex.c_str()); std::printf(" spiral : %d arms, factor=%.2f, width=%.3f rad\n", armCount, spiralFactor, armWidth); return 0; } int handleDunes(int& i, int argc, char** argv) { // Sand dunes / wave-ripple pattern: a stack of parallel // sinusoidal curves spaced verticalSpacing apart. A pixel // falls on a curve if its (y mod spacing) is within lineW // pixels of the sine offset for the current x. Distinct // from --gen-texture-corrugated (uniform parallel lines) // and --gen-texture-zebra (sin-shifted strip fills) — this // is the discrete-curve variant for desert ground textures // and shallow-water sand patterns. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string lineHex = argv[++i]; int verticalSpacing = 16; // pixels between adjacent dunes int period = 64; // sine period in pixels int amp = 6; // sine amplitude in pixels int lineW = 2; // line thickness int W = 256, H = 256; parseOptInt(i, argc, argv, verticalSpacing); parseOptInt(i, argc, argv, period); parseOptInt(i, argc, argv, amp); parseOptInt(i, argc, argv, lineW); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || verticalSpacing < 4 || verticalSpacing > 1024 || period < 4 || period > 4096 || amp < 0 || amp * 2 >= verticalSpacing || lineW < 1 || lineW * 2 >= verticalSpacing) { std::fprintf(stderr, "gen-texture-dunes: invalid dims (W/H 1..8192, " "spacing 4..1024, period 4..4096, amp*2 < spacing, " "lineW*2 < spacing)\n"); return 1; } uint8_t br_, bg_, bb_, lr, lg, lb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-dunes")) return 1; if (!parseHexOrError(lineHex, lr, lg, lb_, "gen-texture-dunes")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); const float twoPi = 6.28318530717958f; for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float sineOffset = amp * std::sin(twoPi * x / period); // The "ideal" curve is at y = N*spacing + sineOffset. // Check distance to the nearest curve. float yShifted = y - sineOffset; int bandIdx = static_cast(std::round(yShifted / verticalSpacing)); float idealY = bandIdx * verticalSpacing + sineOffset; float dist = std::abs(y - idealY); uint8_t r, g, b; if (dist < lineW * 0.5f) { r = lr; g = lg; b = lb_; } else { r = br_; g = bg_; b = bb_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-dunes")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/line : %s / %s\n", bgHex.c_str(), lineHex.c_str()); std::printf(" ripples : spacing=%d, period=%d, amp=%d, lineW=%d\n", verticalSpacing, period, amp, lineW); return 0; } int handleChevron(int& i, int argc, char** argv) { // Chevron: stack of V-shape bands. Within each vertical // period, the upper half slopes one way and the lower half // slopes the other so a pixel lands on a chevron stripe if // its X (after a Y-dependent shift) falls inside a stripe // column. Distinct from --gen-texture-herringbone (which // alternates slab orientation) and --gen-texture-zebra // (sinusoidal stripes) — chevron has the characteristic // sharp-V seam. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string lineHex = argv[++i]; int period = 24; // vertical V wavelength (pixels) int stride = 24; // horizontal stripe pitch int lineW = 6; // stripe thickness int W = 256, H = 256; parseOptInt(i, argc, argv, period); parseOptInt(i, argc, argv, stride); parseOptInt(i, argc, argv, lineW); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || period < 4 || period > 1024 || stride < 4 || stride > 1024 || lineW < 1 || lineW * 2 >= stride) { std::fprintf(stderr, "gen-texture-chevron: invalid dims (W/H 1..8192, " "period 4..1024, stride 4..1024, lineW 1..stride/2)\n"); return 1; } uint8_t br_, bg_, bb_, lr, lg, lb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-chevron")) return 1; if (!parseHexOrError(lineHex, lr, lg, lb_, "gen-texture-chevron")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); const int half = period / 2; for (int y = 0; y < H; ++y) { // V phase: distance from the nearest V point in [0, half]. // Apex points at y % period == 0 (top) and y % period == // period (bottom of next V). int yPhase = y % period; int distFromApex = std::abs(yPhase - half); // 0..half // The chevron stripe at column N is active where // (x + distFromApex) % stride < lineW. The +distFromApex // shifts the stripe column to follow the V. int xShift = distFromApex; for (int x = 0; x < W; ++x) { int shifted = ((x + xShift) % stride + stride) % stride; uint8_t r, g, b; if (shifted < lineW) { r = lr; g = lg; b = lb_; } else { r = br_; g = bg_; b = bb_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-chevron")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/line : %s / %s\n", bgHex.c_str(), lineHex.c_str()); std::printf(" pattern : period=%d, stride=%d, lineW=%d\n", period, stride, lineW); return 0; } int handleHoundstooth(int& i, int argc, char** argv) { // Houndstooth: classic textile broken-check pattern. The 8x8 // motif stored below tiles seamlessly to produce the // unmistakable 4-pointed tooth shape that 19th-century // Scottish weavers gave us. Each motif cell scales to // `cellSize` pixels (default 4 → 32x32 tile = 4 motifs side- // to-side at 256x256). std::string outPath = argv[++i]; std::string aHex = argv[++i]; // tooth color std::string bHex = argv[++i]; // background color int cellSize = 4; int W = 256, H = 256; parseOptInt(i, argc, argv, cellSize); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || cellSize < 1 || cellSize > 256) { std::fprintf(stderr, "gen-texture-houndstooth: invalid dims (W/H 1..8192, " "cellSize 1..256)\n"); return 1; } uint8_t ar, ag, ab, br_, bg_, bb_; if (!parseHexOrError(aHex, ar, ag, ab, "gen-texture-houndstooth")) return 1; if (!parseHexOrError(bHex, br_, bg_, bb_, "gen-texture-houndstooth")) return 1; // The classic 8x8 houndstooth motif. 1 = tooth color, 0 = bg. // Tiles seamlessly in both axes. static const uint8_t motif[8][8] = { {1, 1, 1, 1, 0, 0, 0, 0}, {1, 1, 1, 1, 0, 0, 0, 1}, {1, 1, 1, 0, 0, 0, 1, 1}, {1, 1, 0, 0, 0, 1, 1, 1}, {0, 0, 0, 0, 1, 1, 1, 1}, {0, 0, 0, 1, 1, 1, 1, 1}, {0, 0, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 1, 1, 1, 0, 0}, }; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { int motifY = (y / cellSize) % 8; for (int x = 0; x < W; ++x) { int motifX = (x / cellSize) % 8; uint8_t r, g, b; if (motif[motifY][motifX]) { r = ar; g = ag; b = ab; } else { r = br_; g = bg_; b = bb_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-houndstooth")) return 1; printPngWrote(outPath, W, H); std::printf(" tooth/bg : %s / %s\n", aHex.c_str(), bHex.c_str()); std::printf(" cell : %d px (8x8 motif → %d-px tile)\n", cellSize, cellSize * 8); return 0; } int handleDiamondGrid(int& i, int argc, char** argv) { // Axis-aligned grid of solid diamond shapes (no row offset) // separated by visible bg gaps. Distinct from // --gen-texture-snake-skin (brick-offset diamonds that touch // tangentially with a derived dark outline) — diamond-grid // uses uniform spacing and a configurable fill fraction so // diamonds float in clean rows. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string fillHex = argv[++i]; int cellW = 24; int cellH = 24; float fillFrac = 0.80f; // 0..1 fraction of cell occupied int W = 256, H = 256; parseOptInt(i, argc, argv, cellW); parseOptInt(i, argc, argv, cellH); parseOptFloat(i, argc, argv, fillFrac); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || cellW < 4 || cellW > 1024 || cellH < 4 || cellH > 1024 || fillFrac <= 0.0f || fillFrac > 1.0f) { std::fprintf(stderr, "gen-texture-diamond-grid: invalid dims (W/H 1..8192, " "cellW/H 4..1024, fillFrac (0,1])\n"); return 1; } uint8_t br_, bg_, bb_, fr, fg, fb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-diamond-grid")) return 1; if (!parseHexOrError(fillHex, fr, fg, fb_, "gen-texture-diamond-grid")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); const float halfW = cellW * 0.5f; const float halfH = cellH * 0.5f; for (int y = 0; y < H; ++y) { int row = y / cellH; float cy = (row + 0.5f) * cellH; for (int x = 0; x < W; ++x) { int col = x / cellW; float cx = (col + 0.5f) * cellW; // L1 (diamond) distance from cell center, normalized // so 1.0 = full cell extent. float dx = std::abs(x - cx) / halfW; float dy = std::abs(y - cy) / halfH; float d = dx + dy; uint8_t r, g, b; if (d < fillFrac) { r = fr; g = fg; b = fb_; } else { r = br_; g = bg_; b = bb_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-diamond-grid")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/fill : %s / %s\n", bgHex.c_str(), fillHex.c_str()); std::printf(" cells : %dx%d, fillFrac=%.2f\n", cellW, cellH, fillFrac); return 0; } int handlePlaid(int& i, int argc, char** argv) { // Plaid: two sets of parallel "translucent" bands (one // horizontal, one vertical) overlaid on a bg. Where bands // cross, both half-alphas combine for the darkest color — // that's the plaid grid intersection. Distinct from // --gen-texture-tartan (3-4 colors, asymmetric stripes) — // this is the simple 2-color symmetric variant. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string bandHex = argv[++i]; int stride = 24; int bandW = 8; int W = 256, H = 256; parseOptInt(i, argc, argv, stride); parseOptInt(i, argc, argv, bandW); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || stride < 2 || stride > 1024 || bandW < 1 || bandW * 2 >= stride) { std::fprintf(stderr, "gen-texture-plaid: invalid dims (W/H 1..8192, " "stride 2..1024, bandW 1..stride/2)\n"); return 1; } uint8_t br_, bg_, bb_, pr_, pg_, pb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-plaid")) return 1; if (!parseHexOrError(bandHex, pr_, pg_, pb_, "gen-texture-plaid")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { bool yInBand = (y % stride) < bandW; for (int x = 0; x < W; ++x) { bool xInBand = (x % stride) < bandW; // Each band contributes 0.5 alpha. 0 bands = bg, 1 band // = half-blended, 2 bands = full plaid color. float alpha = 0.5f * (xInBand ? 1.0f : 0.0f) + 0.5f * (yInBand ? 1.0f : 0.0f); uint8_t r = static_cast(br_ + alpha * (pr_ - br_)); uint8_t g = static_cast(bg_ + alpha * (pg_ - bg_)); uint8_t b = static_cast(bb_ + alpha * (pb_ - bb_)); setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-plaid")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/band : %s / %s\n", bgHex.c_str(), bandHex.c_str()); std::printf(" bands : stride=%d, bandW=%d\n", stride, bandW); return 0; } int handleRustStreaks(int& i, int argc, char** argv) { // Vertical rust drips on a metal base. Each streak is a // vertical band of varying width (hash-derived) starting at a // hash-jittered top position and fading toward bgHex over its // length. Distinct from --gen-texture-rust (generic rough // surface noise) — this is the "drip-line" variant for // weathered metal walls, sewer-grate backings, ship-hull // stains, abandoned-machinery details. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string rustHex = argv[++i]; int streakCount = 40; uint32_t seed = 1; int W = 256, H = 256; parseOptInt(i, argc, argv, streakCount); parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || streakCount < 1 || streakCount > 4096) { std::fprintf(stderr, "gen-texture-rust-streaks: invalid dims (W/H 1..8192, " "streakCount 1..4096)\n"); return 1; } uint8_t br_, bg_, bb_, rr_, rg_, rb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-rust-streaks")) return 1; if (!parseHexOrError(rustHex, rr_, rg_, rb_, "gen-texture-rust-streaks")) return 1; auto hash32 = [](uint32_t x) -> uint32_t { x ^= x >> 16; x *= 0x7feb352d; x ^= x >> 15; x *= 0x846ca68b; x ^= x >> 16; return x; }; // Pre-compute streak parameters: x position, width, top y, // length. All hash-derived from streak index + seed so the // result is deterministic for a given seed. struct Streak { int x; int width; int top; int length; }; std::vector streaks(streakCount); for (int k = 0; k < streakCount; ++k) { uint32_t h = hash32(static_cast(k) + seed); streaks[k].x = static_cast(h % W); streaks[k].width = 1 + static_cast((h >> 8) % 4); // 1..4 streaks[k].top = static_cast((h >> 12) % H); streaks[k].length = static_cast(H / 3 + (h >> 16) % (2 * H / 3)); } // Init pixels to bg. std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { setPixelRGB(pixels, W, x, y, br_, bg_, bb_); } } // Paint each streak. for (const auto& s : streaks) { for (int dy = 0; dy < s.length; ++dy) { int y = s.top + dy; if (y < 0 || y >= H) continue; // Fade: full strength at top, zero at bottom. float frac = 1.0f - static_cast(dy) / s.length; for (int dx = -s.width / 2; dx <= s.width / 2; ++dx) { int x = s.x + dx; if (x < 0 || x >= W) continue; std::size_t idx = (static_cast(y) * W + x) * 3; pixels[idx + 0] = static_cast( pixels[idx + 0] + (rr_ - pixels[idx + 0]) * frac); pixels[idx + 1] = static_cast( pixels[idx + 1] + (rg_ - pixels[idx + 1]) * frac); pixels[idx + 2] = static_cast( pixels[idx + 2] + (rb_ - pixels[idx + 2]) * frac); } } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-rust-streaks")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/rust : %s / %s\n", bgHex.c_str(), rustHex.c_str()); std::printf(" streaks : %d (seed %u)\n", streakCount, seed); return 0; } int handleBlueprint(int& i, int argc, char** argv) { // Blueprint / engineer's grid: minor grid lines at every // `minorStride` pixels with a thicker major line every // `majorEvery` steps. The major lines repeat in both axes so // the image reads as a sectioned drafting paper. Distinct // from --gen-texture-mesh-screen (which has uniform line // weight) — this is the periodic-emphasis variant for // technical/architectural surfaces. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string lineHex = argv[++i]; int minorStride = 16; int majorEvery = 4; // every 4 minor lines is a major line int minorW = 1; int majorW = 2; int W = 256, H = 256; parseOptInt(i, argc, argv, minorStride); parseOptInt(i, argc, argv, majorEvery); parseOptInt(i, argc, argv, minorW); parseOptInt(i, argc, argv, majorW); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || minorStride < 2 || minorStride > 1024 || majorEvery < 1 || majorEvery > 64 || minorW < 1 || minorW * 2 >= minorStride || majorW < minorW || majorW * 2 >= minorStride) { std::fprintf(stderr, "gen-texture-blueprint: invalid dims (W/H 1..8192, " "minorStride 2..1024, majorEvery 1..64, " "minorW 1..stride/2, majorW minorW..stride/2)\n"); return 1; } uint8_t br_, bg_, bb_, lr, lg, lb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-blueprint")) return 1; if (!parseHexOrError(lineHex, lr, lg, lb_, "gen-texture-blueprint")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { int yLine = y / minorStride; int yRem = y - yLine * minorStride; bool yIsMajor = (yLine % majorEvery == 0) && (yRem < majorW); bool yIsMinor = (yRem < minorW); for (int x = 0; x < W; ++x) { int xLine = x / minorStride; int xRem = x - xLine * minorStride; bool xIsMajor = (xLine % majorEvery == 0) && (xRem < majorW); bool xIsMinor = (xRem < minorW); uint8_t r, g, b; if (xIsMajor || yIsMajor || xIsMinor || yIsMinor) { r = lr; g = lg; b = lb_; } else { r = br_; g = bg_; b = bb_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-blueprint")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/line : %s / %s\n", bgHex.c_str(), lineHex.c_str()); std::printf(" minor : stride=%d, W=%d\n", minorStride, minorW); std::printf(" major : every %d, W=%d\n", majorEvery, majorW); return 0; } int handleBamboo(int& i, int argc, char** argv) { // Bamboo: vertical stalks with cylindrical sin² shading and // horizontal node bands at regular Y intervals. Each stalk // gets a small hash-derived hue jitter so adjacent stalks // don't read as a perfect repeat. Useful for jungle huts, // pandaren / asian-themed architecture, swamp boardwalks, // tropical-tribe weapon trim. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string bambooHex = argv[++i]; int stalkW = 24; // horizontal stalk pitch int nodeY = 64; // vertical spacing between nodes int nodeBand = 4; // pixel height of each node band uint32_t seed = 1; int W = 256, H = 256; parseOptInt(i, argc, argv, stalkW); parseOptInt(i, argc, argv, nodeY); parseOptInt(i, argc, argv, nodeBand); parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || stalkW < 4 || stalkW > 1024 || nodeY < 8 || nodeY > 4096 || nodeBand < 1 || nodeBand >= nodeY) { std::fprintf(stderr, "gen-texture-bamboo: invalid dims (W/H 1..8192, stalkW 4..1024, " "nodeY 8..4096, nodeBand 1..nodeY-1)\n"); return 1; } uint8_t br_, bg_, bb_, sr, sg, sb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-bamboo")) return 1; if (!parseHexOrError(bambooHex, sr, sg, sb_, "gen-texture-bamboo")) return 1; auto hash32 = [](uint32_t x) -> uint32_t { x ^= x >> 16; x *= 0x7feb352d; x ^= x >> 15; x *= 0x846ca68b; x ^= x >> 16; return x; }; std::vector pixels(static_cast(W) * H * 3, 0); const float pi = 3.14159265358979f; const float gapFrac = 0.10f; // 10% horizontal gap between stalks const float stalkFrac = 1.0f - gapFrac; for (int y = 0; y < H; ++y) { // Node band test: a horizontal stripe darker than the // surrounding stalk every nodeY pixels. bool inNode = (y % nodeY) < nodeBand; for (int x = 0; x < W; ++x) { int stalkIdx = x / stalkW; int xLocal = x - stalkIdx * stalkW; float xNorm = xLocal / static_cast(stalkW); // Inside-stalk region runs xNorm in [gapFrac/2, 1-gapFrac/2]. float inset = (xNorm - gapFrac * 0.5f) / stalkFrac; uint8_t r, g, b; if (inset < 0.0f || inset > 1.0f) { r = br_; g = bg_; b = bb_; } else { // sin² brightness across stalk width = round highlight. float bright = std::sin(inset * pi); bright = bright * bright; // Per-stalk tint jitter ±15. int tint = (static_cast(hash32(stalkIdx + seed) % 31)) - 15; auto clamp = [](int v) { return v < 0 ? 0 : (v > 255 ? 255 : v); }; int rr = clamp(static_cast(sr * bright) + tint); int gg = clamp(static_cast(sg * bright) + tint); int bb2 = clamp(static_cast(sb_ * bright) + tint); if (inNode) { // Node bands are darker — knock brightness down. rr = rr * 2 / 3; gg = gg * 2 / 3; bb2 = bb2 * 2 / 3; } r = static_cast(rr); g = static_cast(gg); b = static_cast(bb2); } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-bamboo")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/bamboo : %s / %s\n", bgHex.c_str(), bambooHex.c_str()); std::printf(" stalks : pitch=%d, nodeY=%d (%d-px band), seed=%u\n", stalkW, nodeY, nodeBand, seed); return 0; } int handleMeshScreen(int& i, int argc, char** argv) { // Orthogonal mesh-screen / grille: thin horizontal + vertical // wires forming an axis-aligned grid. Distinct from // --gen-texture-lattice (which uses ±45° diagonals to make // diamond openings) — this is the right-angle window-screen / // chain-link / sci-fi-grille look. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string wireHex = argv[++i]; int stride = 12; int wireW = 2; int W = 256, H = 256; parseOptInt(i, argc, argv, stride); parseOptInt(i, argc, argv, wireW); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || stride < 2 || stride > 1024 || wireW < 1 || wireW * 2 >= stride) { std::fprintf(stderr, "gen-texture-mesh-screen: invalid dims (W/H 1..8192, " "stride 2..1024, wireW 1..stride/2)\n"); return 1; } uint8_t br_, bg_, bb_, wr, wg, wb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-mesh-screen")) return 1; if (!parseHexOrError(wireHex, wr, wg, wb_, "gen-texture-mesh-screen")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { bool yOnWire = (y % stride) < wireW; for (int x = 0; x < W; ++x) { bool xOnWire = (x % stride) < wireW; uint8_t r, g, b; if (xOnWire || yOnWire) { r = wr; g = wg; b = wb_; } else { r = br_; g = bg_; b = bb_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-mesh-screen")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/wire : %s / %s\n", bgHex.c_str(), wireHex.c_str()); std::printf(" grid : stride=%d, wireW=%d\n", stride, wireW); return 0; } int handleSnakeSkin(int& i, int argc, char** argv) { // Snake skin: brick-offset grid of diamond-shaped scales. // Each scale is a rotated square in L1 (taxicab) metric so // |dx|/halfW + |dy|/halfH < 1 inside the diamond. Adjacent // scales touch tangentially via the row-offset trick (every // odd row shifted by halfW). A thin dark outline around each // diamond gives definition. Distinct from --gen-texture-scales // (overlapping circles) and --gen-texture-chainmail (rings). std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string scaleHex = argv[++i]; int cellW = 24; int cellH = 16; int outlineW = 1; int W = 256, H = 256; parseOptInt(i, argc, argv, cellW); parseOptInt(i, argc, argv, cellH); parseOptInt(i, argc, argv, outlineW); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || cellW < 4 || cellW > 1024 || cellH < 4 || cellH > 1024 || outlineW < 0 || outlineW * 2 >= std::min(cellW, cellH)) { std::fprintf(stderr, "gen-texture-snake-skin: invalid dims (W/H 1..8192, " "cellW/H 4..1024, outlineW 0..min(cellW,cellH)/2)\n"); return 1; } uint8_t br_, bg_, bb_, sr, sg, sb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-snake-skin")) return 1; if (!parseHexOrError(scaleHex, sr, sg, sb_, "gen-texture-snake-skin")) return 1; // Outline color: scaleHex × 0.4 (darkened version). uint8_t outR = static_cast(sr * 2 / 5); uint8_t outG = static_cast(sg * 2 / 5); uint8_t outB = static_cast(sb_ * 2 / 5); std::vector pixels(static_cast(W) * H * 3, 0); const float halfW = cellW * 0.5f; const float halfH = cellH * 0.5f; const float outlineFrac = 1.0f - outlineW / std::min(halfW, halfH); for (int y = 0; y < H; ++y) { int row = y / cellH; float rowOffset = (row & 1) ? halfW : 0.0f; float cy = (row + 0.5f) * cellH; for (int x = 0; x < W; ++x) { float xOff = x - rowOffset; int col = static_cast(std::floor(xOff / cellW)); float cx = (col + 0.5f) * cellW + rowOffset; float dx = std::abs(x - cx) / halfW; float dy = std::abs(y - cy) / halfH; float d = dx + dy; // L1 (diamond) metric uint8_t r, g, b; if (d > 1.0f) { r = br_; g = bg_; b = bb_; } else if (outlineW > 0 && d > outlineFrac) { r = outR; g = outG; b = outB; } else { r = sr; g = sg; b = sb_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-snake-skin")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/scale : %s / %s\n", bgHex.c_str(), scaleHex.c_str()); std::printf(" diamond : %dx%d (outline %d px)\n", cellW, cellH, outlineW); return 0; } int handleCamo(int& i, int argc, char** argv) { // Camouflage: 2-octave value noise thresholded into hard // bg/fg blobs. Distinct from --gen-texture-noise-color (which // smoothly lerps between the two colors): camo uses sharp // edges to read as a real woodland-disruption pattern, like // ghillie suits and military uniforms. Larger features come // from the low-frequency octave; finer mottling from the // higher octave. std::string outPath = argv[++i]; std::string aHex = argv[++i]; // dominant color std::string bHex = argv[++i]; // accent blob color int cellSize = 32; // low-frequency lattice in px float threshold = 0.5f; uint32_t seed = 1; int W = 256, H = 256; parseOptInt(i, argc, argv, cellSize); parseOptFloat(i, argc, argv, threshold); parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || cellSize < 4 || cellSize > 1024 || threshold <= 0.0f || threshold >= 1.0f) { std::fprintf(stderr, "gen-texture-camo: invalid dims (W/H 1..8192, " "cellSize 4..1024, threshold (0,1))\n"); return 1; } uint8_t ar, ag, ab, br_, bg_, bb_; if (!parseHexOrError(aHex, ar, ag, ab, "gen-texture-camo")) return 1; if (!parseHexOrError(bHex, br_, bg_, bb_, "gen-texture-camo")) return 1; auto hash32 = [](uint32_t x) -> uint32_t { x ^= x >> 16; x *= 0x7feb352d; x ^= x >> 15; x *= 0x846ca68b; x ^= x >> 16; return x; }; auto latticeNoise = [&](int x, int y, int cell, uint32_t s) -> float { // Sample bilinear value noise on a `cell`-pixel lattice. int lx = x / cell, ly = y / cell; float fx = (x - lx * cell) / static_cast(cell); float fy = (y - ly * cell) / static_cast(cell); auto sample = [&](int gx, int gy) { uint32_t h = hash32(static_cast(gx) * 0x9E3779B1u ^ static_cast(gy) * 0x85EBCA77u ^ s); return (h % 1000) / 999.0f; }; float v00 = sample(lx, ly); float v10 = sample(lx + 1, ly); float v01 = sample(lx, ly + 1); float v11 = sample(lx + 1, ly + 1); // Smoothstep weights for natural-looking blobs. float u = fx * fx * (3.0f - 2.0f * fx); float v = fy * fy * (3.0f - 2.0f * fy); return (v00 * (1 - u) + v10 * u) * (1 - v) + (v01 * (1 - u) + v11 * u) * v; }; std::vector pixels(static_cast(W) * H * 3, 0); const int fineCell = std::max(2, cellSize / 4); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { // Sum the two octaves: large blobs at full weight, // fine mottling at 0.4× weight. float v = 0.7f * latticeNoise(x, y, cellSize, seed) + 0.3f * latticeNoise(x, y, fineCell, seed ^ 0xA5A5A5A5u); uint8_t r, g, b; if (v >= threshold) { r = br_; g = bg_; b = bb_; } else { r = ar; g = ag; b = ab; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-camo")) return 1; printPngWrote(outPath, W, H); std::printf(" a / b : %s / %s\n", aHex.c_str(), bHex.c_str()); std::printf(" blobs : cell=%d, threshold=%.2f, seed=%u\n", cellSize, threshold, seed); return 0; } int handlePinstripe(int& i, int argc, char** argv) { // Pinstripe: thin vertical lines at every `stride` x position, // with optional thicker "feature" line every Nth stripe so the // pattern reads as a real pinstripe (the periodic emphasis is // what distinguishes it from --gen-texture-stripes which uses // wide alternating bands). Useful for noble-house tabards, // formal-attire fabric, sci-fi panel detailing, banker's // counter cloth. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string lineHex = argv[++i]; int stride = 12; int lineW = 1; int featureEvery = 6; // every Nth stripe is a thicker feature line int W = 256, H = 256; parseOptInt(i, argc, argv, stride); parseOptInt(i, argc, argv, lineW); parseOptInt(i, argc, argv, featureEvery); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || stride < 2 || stride > 1024 || lineW < 1 || lineW * 2 >= stride || featureEvery < 0 || featureEvery > 64) { std::fprintf(stderr, "gen-texture-pinstripe: invalid dims (W/H 1..8192, " "stride 2..1024, lineW 1..stride/2, featureEvery 0..64)\n"); return 1; } uint8_t br_, bg_, bb_, lr, lg, lb; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-pinstripe")) return 1; if (!parseHexOrError(lineHex, lr, lg, lb, "gen-texture-pinstripe")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); const int featureW = lineW * 2; // feature line is 2× normal width for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { int colIdx = x / stride; int xLocal = x - colIdx * stride; // Center the line within its column. int center = stride / 2; int dist = std::abs(xLocal - center); int targetW = (featureEvery > 0 && (colIdx % featureEvery) == 0) ? featureW : lineW; uint8_t r, g, b; if (dist < (targetW + 1) / 2) { r = lr; g = lg; b = lb; } else { r = br_; g = bg_; b = bb_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-pinstripe")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/line : %s / %s\n", bgHex.c_str(), lineHex.c_str()); std::printf(" stripes : stride=%d, lineW=%d, featureEvery=%d\n", stride, lineW, featureEvery); return 0; } int handleCarbon(int& i, int argc, char** argv) { // Carbon-fiber weave: 2x2 cells where alternating cells hold // horizontal vs vertical fiber segments. Each segment has a // sin² brightness profile across its perpendicular axis, // simulating the rounded highlight on a real woven fiber bundle. // Useful for sci-fi armor, sleek tech panels, hi-tech vehicle // bodies, ritual obsidian inlays, or any "machined composite" // surface where a flat color would read as plastic. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string fibHex = argv[++i]; int cellSize = 12; int W = 256, H = 256; parseOptInt(i, argc, argv, cellSize); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || cellSize < 2 || cellSize > 1024) { std::fprintf(stderr, "gen-texture-carbon: invalid dims (W/H 1..8192, " "cellSize 2..1024)\n"); return 1; } uint8_t br_, bg_, bb_, fr, fg, fb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-carbon")) return 1; if (!parseHexOrError(fibHex, fr, fg, fb_, "gen-texture-carbon")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); const float pi = 3.14159265358979f; const float invCell = 1.0f / cellSize; for (int y = 0; y < H; ++y) { int cy = y / cellSize; int ly = y - cy * cellSize; for (int x = 0; x < W; ++x) { int cx = x / cellSize; int lx = x - cx * cellSize; // (cx + cy) parity determines fiber orientation. // Brightness profile is sin² of the perpendicular // local coord normalized to [0, π]. bool horiz = ((cx + cy) & 1) == 0; float perp = horiz ? (ly * invCell) : (lx * invCell); float s = std::sin(perp * pi); float t = s * s; // 0..1, peak at center uint8_t r = static_cast(br_ + t * (fr - br_)); uint8_t g = static_cast(bg_ + t * (fg - bg_)); uint8_t b = static_cast(bb_ + t * (fb_ - bb_)); setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-carbon")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/fiber : %s / %s\n", bgHex.c_str(), fibHex.c_str()); std::printf(" weave cell : %d\n", cellSize); return 0; } int handleWoodgrain(int& i, int argc, char** argv) { // Wood-end grain: concentric annual rings centered slightly // outside the image (so the texture shows arcs sweeping across // it, not a bullseye like --gen-texture-rings). Ring spacing // and per-ring darkness are jittered per ring index so // adjacent rings don't read as a perfect modulus, mimicking // real annual growth variation. Useful for tabletops, log- // end caps, barrel lids, beam cross-sections. std::string outPath = argv[++i]; std::string lightHex = argv[++i]; std::string darkHex = argv[++i]; int spacing = 14; uint32_t seed = 1; int W = 256, H = 256; parseOptInt(i, argc, argv, spacing); parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || spacing < 2 || spacing > 1024) { std::fprintf(stderr, "gen-texture-woodgrain: invalid dims (W/H 1..8192, " "spacing 2..1024)\n"); return 1; } uint8_t lr, lg, lb, dr, dg, db; if (!parseHexOrError(lightHex, lr, lg, lb, "gen-texture-woodgrain")) return 1; if (!parseHexOrError(darkHex, dr, dg, db, "gen-texture-woodgrain")) return 1; auto hash32 = [](uint32_t x) -> uint32_t { x ^= x >> 16; x *= 0x7feb352d; x ^= x >> 15; x *= 0x846ca68b; x ^= x >> 16; return x; }; std::vector pixels(static_cast(W) * H * 3, 0); // Center the rings off the upper-left corner so the texture // shows sweeping arcs across most of its area. Distance from // (cx, cy) determines the ring index. const float cx = -W * 0.2f; const float cy = H * 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 r = std::sqrt(dx * dx + dy * dy); // Ring index + position within the ring [0, 1). float ringF = r / spacing; int ringIdx = static_cast(ringF); float frac = ringF - ringIdx; // Per-ring jitter on darkness peak position (so dark // rings don't repeat at exact intervals). float jitter = ((hash32(ringIdx + seed) % 1000) / 1000.0f) - 0.5f; // Dark ring is a thin band centered at frac=0.5+jitter // with width 0.18. Brightness = 1.0 (light) outside, // dropping to 0.0 (full dark color) at the band center. float dist = std::abs(frac - (0.5f + jitter * 0.4f)); float t = std::max(0.0f, 1.0f - dist / 0.18f); uint8_t r8 = static_cast(lr + t * (dr - lr)); uint8_t g8 = static_cast(lg + t * (dg - lg)); uint8_t b8 = static_cast(lb + t * (db - lb)); setPixelRGB(pixels, W, x, y, r8, g8, b8); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-woodgrain")) return 1; printPngWrote(outPath, W, H); std::printf(" light/dark : %s / %s\n", lightHex.c_str(), darkHex.c_str()); std::printf(" rings : spacing=%d, seed=%u\n", spacing, seed); return 0; } int handleMoss(int& i, int argc, char** argv) { // Moss: irregular spots scattered on a jittered grid. Each // grid cell has a hashed (x, y, presence, radius) so the // spots don't form a visible lattice — they read as random // patches of organic growth. Inside a spot the color is // mossHex; outside is bg. Useful for forest floors, // weathered stone walls, dungeon flagstones, swamp ground. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string mossHex = argv[++i]; int stride = 16; // average spacing between spot centers int density = 70; // 0..100 chance of spot per cell uint32_t seed = 1; int W = 256, H = 256; parseOptInt(i, argc, argv, stride); parseOptInt(i, argc, argv, density); parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || stride < 4 || stride > 1024 || density < 0 || density > 100) { std::fprintf(stderr, "gen-texture-moss: invalid dims (W/H 1..8192, stride 4..1024, " "density 0..100)\n"); return 1; } uint8_t br_, bg_, bb_, mr, mg, mb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-moss")) return 1; if (!parseHexOrError(mossHex, mr, mg, mb_, "gen-texture-moss")) return 1; auto hash32 = [](uint32_t x) -> uint32_t { x ^= x >> 16; x *= 0x7feb352d; x ^= x >> 15; x *= 0x846ca68b; x ^= x >> 16; return x; }; auto cellHash = [&](int cx, int cy, uint32_t salt) -> uint32_t { uint32_t h = static_cast(cx) * 0x9E3779B1u; h ^= static_cast(cy) * 0x85EBCA77u + seed; h ^= salt; return hash32(h); }; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { // Test the 9 neighboring cells (current + 8 around) so // spots at cell boundaries don't get clipped at the // cell wall. int cellX = x / stride; int cellY = y / stride; bool inMoss = false; for (int dy = -1; dy <= 1 && !inMoss; ++dy) { for (int dx = -1; dx <= 1 && !inMoss; ++dx) { int cx = cellX + dx; int cy = cellY + dy; uint32_t h = cellHash(cx, cy, 0xA5A5A5A5u); if (static_cast(h % 100) >= density) continue; // Spot center jittered within its cell. float jx = (cellHash(cx, cy, 1) % 1000) / 1000.0f; float jy = (cellHash(cx, cy, 2) % 1000) / 1000.0f; float scx = (cx + jx) * stride; float scy = (cy + jy) * stride; // Spot radius hashed in [0.25, 0.75] of stride. float scale = 0.25f + 0.5f * ((cellHash(cx, cy, 3) % 1000) / 1000.0f); float spotR = stride * scale; float ddx = x - scx; float ddy = y - scy; if (ddx * ddx + ddy * ddy < spotR * spotR) { inMoss = true; } } } uint8_t r, g, b; if (inMoss) { r = mr; g = mg; b = mb_; } else { r = br_; g = bg_; b = bb_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-moss")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/moss : %s / %s\n", bgHex.c_str(), mossHex.c_str()); std::printf(" spots : stride=%d, density=%d/100, seed=%u\n", stride, density, seed); return 0; } int handleStuds(int& i, int argc, char** argv) { // Riveted studs: grid of round caps with an inner highlight. // Distinct from --gen-texture-dots (flat solid circles): each // stud has a brighter inner core (40% radius) over a darker // outer ring, giving a 3D rivet/stud appearance for armor and // leather work. Cap color is studHex; the highlight is // automatically derived as a 40%-brighter version of it. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string studHex = argv[++i]; int stride = 24; int studR = 7; int W = 256, H = 256; parseOptInt(i, argc, argv, stride); parseOptInt(i, argc, argv, studR); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || stride < 4 || stride > 1024 || studR < 1 || studR * 2 >= stride) { std::fprintf(stderr, "gen-texture-studs: invalid dims (W/H 1..8192, " "stride 4..1024, studR 1..stride/2)\n"); return 1; } uint8_t br_, bg_, bb_, sr, sg, sb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-studs")) return 1; if (!parseHexOrError(studHex, sr, sg, sb_, "gen-texture-studs")) return 1; auto brighten = [](uint8_t c) -> uint8_t { int v = static_cast(c) * 7 / 5; // ×1.4 return v > 255 ? 255 : static_cast(v); }; uint8_t hr = brighten(sr), hg = brighten(sg), hb_ = brighten(sb_); std::vector pixels(static_cast(W) * H * 3, 0); const float coreR = studR * 0.4f; // inner highlight radius const float coreR2 = coreR * coreR; const float studR2 = static_cast(studR) * studR; for (int y = 0; y < H; ++y) { // Nearest stud center: round(y/stride)*stride. int row = (y + stride / 2) / stride; float cy = row * stride; for (int x = 0; x < W; ++x) { int col = (x + stride / 2) / stride; float cx = col * stride; float dx = x - cx; float dy = y - cy; float d2 = dx * dx + dy * dy; uint8_t r, g, b; if (d2 > studR2) { r = br_; g = bg_; b = bb_; } else if (d2 < coreR2) { r = hr; g = hg; b = hb_; } else { r = sr; g = sg; b = sb_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-studs")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/stud : %s / %s\n", bgHex.c_str(), studHex.c_str()); std::printf(" studs : R=%d on %d-stride grid\n", studR, stride); return 0; } int handleStarburst(int& i, int argc, char** argv) { // Starburst: N rays radiating from the texture center. Each // pixel computes its angle from center; if it falls inside any // ray's angular band, paint it as the ray color. Brightness // tapers with distance from the center (1.0 at the hub down to // a configurable rim factor at the texture edge) so the rays // read as fading light beams rather than infinite lines. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string rayHex = argv[++i]; int rayCount = 12; float beamWidth = 0.18f; // radians half-width of each ray int W = 256, H = 256; parseOptInt(i, argc, argv, rayCount); parseOptFloat(i, argc, argv, beamWidth); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || rayCount < 2 || rayCount > 256 || beamWidth <= 0 || beamWidth >= 3.14f) { std::fprintf(stderr, "gen-texture-starburst: invalid dims (W/H 1..8192, " "rays 2..256, beamWidth (0,π))\n"); return 1; } uint8_t br_, bg_, bb_, rr_, rg_, rb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-starburst")) return 1; if (!parseHexOrError(rayHex, rr_, rg_, rb_, "gen-texture-starburst")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); const float twoPi = 6.28318530717958f; const float cx = W * 0.5f; const float cy = H * 0.5f; const float maxR = std::sqrt(cx * cx + cy * cy); const float anglePer = twoPi / rayCount; for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float dx = x - cx; float dy = y - cy; float r = std::sqrt(dx * dx + dy * dy); float theta = std::atan2(dy, dx); // [-π, +π] // Distance in angle space to the nearest ray axis. The // ray axes are at integer multiples of anglePer; we // wrap theta into [0, anglePer) and take the smaller of // (wrapped, anglePer - wrapped) so the ends meet around // the wraparound boundary. float wrapped = std::fmod(theta + twoPi, anglePer); float angDist = std::min(wrapped, anglePer - wrapped); uint8_t resR, resG, resB; if (angDist < beamWidth) { // Brightness: 1.0 at the hub, falling linearly to // 0.4 at the texture diagonal — gives sun-rays that // taper as they extend outward. float t = std::max(0.0f, std::min(1.0f, r / maxR)); float bright = 1.0f - 0.6f * t; resR = static_cast(std::min(255.0f, br_ + bright * (rr_ - br_))); resG = static_cast(std::min(255.0f, bg_ + bright * (rg_ - bg_))); resB = static_cast(std::min(255.0f, bb_ + bright * (rb_ - bb_))); } else { resR = br_; resG = bg_; resB = bb_; } setPixelRGB(pixels, W, x, y, resR, resG, resB); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-starburst")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/ray : %s / %s\n", bgHex.c_str(), rayHex.c_str()); std::printf(" rays : %d (beam width %.3f rad)\n", rayCount, beamWidth); return 0; } int handleCaustics(int& i, int argc, char** argv) { // Water caustics: 4 superimposed sine waves running along // x, y, x+y, and x-y, summed into [-4,+4] and remapped to // [0,1]. The interference produces the classic shimmering // diamond-mesh caustic pattern seen on pool floors and // shallow streambeds. Two-color lerp from bgHex (depth) to // hiHex (highlight). std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string hiHex = argv[++i]; int period = 24; int W = 256, H = 256; parseOptInt(i, argc, argv, period); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || period < 4 || period > 1024) { std::fprintf(stderr, "gen-texture-caustics: invalid dims (W/H 1..8192, " "period 4..1024)\n"); return 1; } uint8_t br_, bg_, bb_, hr, hg, hb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-caustics")) return 1; if (!parseHexOrError(hiHex, hr, hg, hb_, "gen-texture-caustics")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); const float twoPi = 6.28318530717958f; const float invPeriod = 1.0f / period; for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float fx = x * invPeriod * twoPi; float fy = y * invPeriod * twoPi; float fxy = (x + y) * invPeriod * twoPi * 0.7071f; float fyx = (x - y) * invPeriod * twoPi * 0.7071f; // Sum 4 waves; absolute-value the result so peaks are // bright on either side of the wave (gives the classic // caustic's bright-line network rather than a smooth // checkerboard). float v = std::abs(std::sin(fx)) * std::abs(std::sin(fy)); v += std::abs(std::sin(fxy)) * std::abs(std::sin(fyx)); float t = v * 0.5f; if (t < 0) t = 0; if (t > 1) t = 1; uint8_t r = static_cast(br_ + t * (hr - br_)); uint8_t g = static_cast(bg_ + t * (hg - bg_)); uint8_t b = static_cast(bb_ + t * (hb_ - bb_)); setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-caustics")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/hi : %s / %s\n", bgHex.c_str(), hiHex.c_str()); std::printf(" period : %d\n", period); return 0; } int handleRope(int& i, int argc, char** argv) { // Twisted rope/cordage: two interleaved sinusoidal strands // running along the Y axis. Each strand's X position oscillates // as cellW/2 * sin(2π·y/period), and the second strand is phase- // shifted by π so the two snake around each other forming the // classic helical twist. Highlight banding within each strand // (brightness * cos²) gives the rounded 3D appearance of // tightened twine. Useful for hanging ropes, ship rigging, // tied-bundle textures, suspension bridges, market awning ties. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string ropeHex = argv[++i]; int period = 24; int strandW = 8; int W = 256, H = 256; parseOptInt(i, argc, argv, period); parseOptInt(i, argc, argv, strandW); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || period < 4 || period > 1024 || strandW < 2 || strandW > W) { std::fprintf(stderr, "gen-texture-rope: invalid dims (W/H 1..8192, period 4..1024, " "strandW 2..W)\n"); return 1; } uint8_t br_, bg_, bb_, rr_, rg_, rb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-rope")) return 1; if (!parseHexOrError(ropeHex, rr_, rg_, rb_, "gen-texture-rope")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); const float twoPi = 6.28318530717958f; const float pi = 3.14159265358979f; // Amplitude: strands swing across W/2 so the centerline is // always inside the texture and the two strands cross at the // image midline x = W/2. const float amp = (W * 0.25f); const float fStrandHalf = strandW * 0.5f; for (int y = 0; y < H; ++y) { float phase = (static_cast(y) / period) * twoPi; float cx1 = W * 0.5f + amp * std::sin(phase); float cx2 = W * 0.5f + amp * std::sin(phase + pi); for (int x = 0; x < W; ++x) { float dx1 = std::abs(x - cx1); float dx2 = std::abs(x - cx2); float d = std::min(dx1, dx2); uint8_t r, g, b; if (d < fStrandHalf) { // Brightness across the strand width: 1.0 at the // centerline, 0.0 at the edge — gives the rounded // highlight of a real cylindrical strand. float t = 1.0f - (d / fStrandHalf); float br = 0.55f + 0.45f * t * t; r = static_cast(rr_ * br); g = static_cast(rg_ * br); b = static_cast(rb_ * br); } else { r = br_; g = bg_; b = bb_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-rope")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/rope : %s / %s\n", bgHex.c_str(), ropeHex.c_str()); std::printf(" twist : period=%d, strandW=%d\n", period, strandW); return 0; } int handleCorrugated(int& i, int argc, char** argv) { // Corrugated metal sheeting: smooth cosine ridges along one // axis. Each pixel's brightness comes from cos((x or y) / // period * 2π) mapped from [-1,1] to [0,1] and used to lerp // between bgHex (the trough/shadow color) and hiHex (the // crest/highlight color). Vertical orientation by default // (ridges run top→bottom, wave varies along X) which is the // standard sheet-metal-roof look. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string hiHex = argv[++i]; int period = 16; char dir = 'v'; // 'v' = vertical ridges, 'h' = horizontal int W = 256, H = 256; parseOptInt(i, argc, argv, period); if (i + 1 < argc && argv[i + 1][0] != '-') { const char* a = argv[++i]; if (a[0] == 'h' || a[0] == 'H') dir = 'h'; else if (a[0] == 'v' || a[0] == 'V') dir = 'v'; } parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || period < 2 || period > 1024) { std::fprintf(stderr, "gen-texture-corrugated: invalid dims (W/H 1..8192, " "period 2..1024)\n"); return 1; } uint8_t br_, bg_, bb_, hr, hg, hb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-corrugated")) return 1; if (!parseHexOrError(hiHex, hr, hg, hb_, "gen-texture-corrugated")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); const float twoPi = 6.28318530717958f; for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { int v = (dir == 'v') ? x : y; float phase = (static_cast(v) / period) * twoPi; float t = (std::cos(phase) + 1.0f) * 0.5f; uint8_t r = static_cast(br_ + t * (hr - br_)); uint8_t g = static_cast(bg_ + t * (hg - bg_)); uint8_t b = static_cast(bb_ + t * (hb_ - bb_)); setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-corrugated")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/hi : %s / %s\n", bgHex.c_str(), hiHex.c_str()); std::printf(" ridges : period=%d (%s)\n", period, dir == 'v' ? "vertical" : "horizontal"); return 0; } int handlePlanks(int& i, int argc, char** argv) { // Plank floor: horizontal "boards" of randomized length and tint // separated by thin dark seams. Each plank gets a hash-derived // brightness offset so the tile reads as real boards rather than // a single grain pattern. Useful for inn floors, deck planking, // bridge surface, market stall counters. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string seamHex = argv[++i]; int plankH = 16; int grainsPerPlank = 5; uint32_t seed = 1; int W = 256, H = 256; parseOptInt(i, argc, argv, plankH); parseOptInt(i, argc, argv, grainsPerPlank); parseOptUint(i, argc, argv, seed); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || plankH < 4 || plankH > 256 || grainsPerPlank < 0 || grainsPerPlank > 64) { std::fprintf(stderr, "gen-texture-planks: invalid dims (W/H 1..8192, plankH 4..256, " "grainsPerPlank 0..64)\n"); return 1; } uint8_t br_, bg_, bb_, sr, sg, sb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-planks")) return 1; if (!parseHexOrError(seamHex, sr, sg, sb_, "gen-texture-planks")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); // Plank-index hash → per-plank brightness modulation in [-24, +24] // and an end-seam x position so the planks look staggered rather // than all the same length. auto hash32 = [](uint32_t x) -> uint32_t { x ^= x >> 16; x *= 0x7feb352d; x ^= x >> 15; x *= 0x846ca68b; x ^= x >> 16; return x; }; auto clamp = [](int v) { return v < 0 ? 0 : (v > 255 ? 255 : v); }; for (int y = 0; y < H; ++y) { int plankIdx = y / plankH; int yInPlank = y % plankH; uint32_t h = hash32(plankIdx * 0x9e3779b1u + seed); int tint = static_cast(h % 49) - 24; // -24..+24 // Plank-end seam at this y: a vertical line at x = endX. int endX = static_cast(hash32(h ^ 0xa5a5a5a5u) % W); for (int x = 0; x < W; ++x) { uint8_t r = clamp(br_ + tint); uint8_t g = clamp(bg_ + tint); uint8_t b = clamp(bb_ + tint); // Horizontal plank seam: the bottom 1 px of every plank // is the seam color so adjacent planks read as separate // boards, not one long stripe. bool atHSeam = (yInPlank == plankH - 1); // Vertical end seam: 1 px wide at endX. bool atVSeam = (x == endX); if (atHSeam || atVSeam) { r = sr; g = sg; b = sb_; } else if (grainsPerPlank > 0) { // Vertical grain streaks: at G evenly-spaced columns // within the plank, draw a faint darker line. Position // jittered per plank so it doesn't repeat exactly // every row. int strideX = W / (grainsPerPlank + 1); int jitter = static_cast(h >> 8) % strideX; int dx = (x - jitter) % strideX; if (dx == 0) { r = static_cast(clamp(int(r) - 15)); g = static_cast(clamp(int(g) - 15)); b = static_cast(clamp(int(b) - 15)); } } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-planks")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/seam : %s / %s\n", bgHex.c_str(), seamHex.c_str()); std::printf(" plank H : %d (grains/plank %d)\n", plankH, grainsPerPlank); std::printf(" seed : %u\n", seed); return 0; } int handleChainmail(int& i, int argc, char** argv) { // Chainmail: rings tile in a brick/hexagonal pattern with even // and odd rows offset by half a cell width — each pixel is // tested against the nearest ring center; if its distance lies // in [ringR-stroke/2, ringR+stroke/2] it's painted as the ring // color, else background. The cellH < cellW default produces // overlapping rings that read as interlinked metal mail. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string ringHex = argv[++i]; int cellW = 14; int cellH = 10; int ringR = 5; float strokeW = 1.5f; int W = 256, H = 256; parseOptInt(i, argc, argv, cellW); parseOptInt(i, argc, argv, cellH); parseOptInt(i, argc, argv, ringR); parseOptFloat(i, argc, argv, strokeW); parseOptInt(i, argc, argv, W); parseOptInt(i, argc, argv, H); if (W < 1 || H < 1 || W > 8192 || H > 8192 || cellW < 4 || cellW > 256 || cellH < 4 || cellH > 256 || ringR < 2 || ringR > cellW || strokeW < 0.5f || strokeW > ringR) { std::fprintf(stderr, "gen-texture-chainmail: invalid dims (W/H 1..8192, " "cellW/H 4..256, ringR 2..cellW, strokeW 0.5..ringR)\n"); return 1; } uint8_t br_, bg_, bb_, rr_, rg_, rb_; if (!parseHexOrError(bgHex, br_, bg_, bb_, "gen-texture-chainmail")) return 1; if (!parseHexOrError(ringHex, rr_, rg_, rb_, "gen-texture-chainmail")) return 1; std::vector pixels(static_cast(W) * H * 3, 0); const float halfStroke = strokeW * 0.5f; const float fRingR = static_cast(ringR); for (int y = 0; y < H; ++y) { // Offset alternate rows by half a cell so rings interlock // with the row above/below — classic brick/hex layout. int row = y / cellH; float rowOffset = (row & 1) ? cellW * 0.5f : 0.0f; float cy = (row + 0.5f) * cellH; for (int x = 0; x < W; ++x) { // Wrap into the row's offset cell to find ring center. float xOff = x - rowOffset; int col = static_cast(std::floor(xOff / cellW)); float cx = (col + 0.5f) * cellW + rowOffset; float dx = x - cx; float dy = y - cy; float d = std::sqrt(dx * dx + dy * dy); uint8_t r, g, b; if (std::fabs(d - fRingR) < halfStroke) { r = rr_; g = rg_; b = rb_; } else { r = br_; g = bg_; b = bb_; } setPixelRGB(pixels, W, x, y, r, g, b); } } if (!savePngOrError(outPath, W, H, pixels, "gen-texture-chainmail")) return 1; printPngWrote(outPath, W, H); std::printf(" bg/ring : %s / %s\n", bgHex.c_str(), ringHex.c_str()); std::printf(" ring : R=%d on %dx%d brick (stroke %.2f px)\n", ringR, cellW, cellH, strokeW); return 0; } } // namespace namespace { // Same dispatch pattern as cli_gen_mesh.cpp's kMeshTable. Each row // names the flag, the minimum arg count after it (used as a guard // for the dispatcher — kArgRequired catches the bare-flag case at // argv parse time, but this guard fires when there are zero args // AND no later argv slots), and the handler function pointer. struct TextureEntry { const char* flag; int minNextArgs; int (*fn)(int&, int, char**); }; constexpr TextureEntry kTextureTable[] = { {"--gen-texture-gradient", 3, handleGradient}, {"--gen-texture-noise-color", 3, handleNoiseColor}, {"--gen-texture-noise", 1, handleNoise}, {"--gen-texture-radial", 3, handleRadial}, {"--gen-texture-stripes", 3, handleStripes}, {"--gen-texture-dots", 3, handleDots}, {"--gen-texture-rings", 3, handleRings}, {"--gen-texture-checker", 3, handleChecker}, {"--gen-texture-brick", 3, handleBrick}, {"--gen-texture-wood", 3, handleWood}, {"--gen-texture-grass", 3, handleGrass}, {"--gen-texture-fabric", 3, handleFabric}, {"--gen-texture-cobble", 3, handleCobble}, {"--gen-texture-marble", 2, handleMarble}, {"--gen-texture-metal", 2, handleMetal}, {"--gen-texture-leather", 2, handleLeather}, {"--gen-texture-sand", 2, handleSand}, {"--gen-texture-snow", 2, handleSnow}, {"--gen-texture-lava", 3, handleLava}, {"--gen-texture-tile", 3, handleTile}, {"--gen-texture-bark", 3, handleBark}, {"--gen-texture-clouds", 3, handleClouds}, {"--gen-texture-stars", 3, handleStars}, {"--gen-texture-vines", 3, handleVines}, {"--gen-texture-mosaic", 4, handleMosaic}, {"--gen-texture-rust", 3, handleRust}, {"--gen-texture-circuit", 3, handleCircuit}, {"--gen-texture-coral", 3, handleCoral}, {"--gen-texture-flame", 3, handleFlame}, {"--gen-texture-tartan", 4, handleTartan}, {"--gen-texture-argyle", 4, handleArgyle}, {"--gen-texture-herringbone", 3, handleHerringbone}, {"--gen-texture-scales", 4, handleScales}, {"--gen-texture-stained-glass", 5, handleStainedGlass}, {"--gen-texture-shingles", 4, handleShingles}, {"--gen-texture-frost", 3, handleFrost}, {"--gen-texture-parquet", 4, handleParquet}, {"--gen-texture-bubbles", 4, handleBubbles}, {"--gen-texture-spider-web", 3, handleSpiderWeb}, {"--gen-texture-gingham", 4, handleGingham}, {"--gen-texture-lattice", 3, handleLattice}, {"--gen-texture-honeycomb", 3, handleHoneycomb}, {"--gen-texture-cracked", 3, handleCracked}, {"--gen-texture-runes", 3, handleRunes}, {"--gen-texture-leopard", 3, handleLeopard}, {"--gen-texture-zebra", 3, handleZebra}, {"--gen-texture-knit", 3, handleKnit}, {"--gen-texture-chainmail", 3, handleChainmail}, {"--gen-texture-planks", 3, handlePlanks}, {"--gen-texture-corrugated", 3, handleCorrugated}, {"--gen-texture-rope", 3, handleRope}, {"--gen-texture-caustics", 3, handleCaustics}, {"--gen-texture-starburst", 3, handleStarburst}, {"--gen-texture-studs", 3, handleStuds}, {"--gen-texture-moss", 3, handleMoss}, {"--gen-texture-woodgrain", 3, handleWoodgrain}, {"--gen-texture-carbon", 3, handleCarbon}, {"--gen-texture-pinstripe", 3, handlePinstripe}, {"--gen-texture-camo", 3, handleCamo}, {"--gen-texture-snake-skin", 3, handleSnakeSkin}, {"--gen-texture-mesh-screen", 3, handleMeshScreen}, {"--gen-texture-bamboo", 3, handleBamboo}, {"--gen-texture-blueprint", 3, handleBlueprint}, {"--gen-texture-rust-streaks", 3, handleRustStreaks}, {"--gen-texture-plaid", 3, handlePlaid}, {"--gen-texture-diamond-grid", 3, handleDiamondGrid}, {"--gen-texture-houndstooth", 3, handleHoundstooth}, {"--gen-texture-chevron", 3, handleChevron}, {"--gen-texture-dunes", 3, handleDunes}, {"--gen-texture-swirl", 3, handleSwirl}, {"--gen-texture-ironbark", 3, handleIronbark}, {"--gen-texture-mold", 3, handleMold}, {"--gen-texture-embroidery", 3, handleEmbroidery}, {"--gen-texture-lightbeam", 3, handleLightbeam}, {"--gen-texture-dewdrops", 3, handleDewdrops}, {"--gen-texture-pinwheel", 3, handlePinwheel}, {"--gen-texture-scratched-metal",3, handleScratchedMetal}, {"--gen-texture-crackle", 3, handleCrackle}, {"--gen-texture-star", 3, handleStar}, {"--gen-texture-halftone", 3, handleHalftone}, {"--gen-texture-bayer", 3, handleBayer}, }; } // namespace bool handleGenTexture(int& i, int argc, char** argv, int& outRc) { // Note: order matters only for prefix-collision flags. strcmp // is exact-match so e.g. --gen-texture-noise vs --gen-texture-noise-color // are unambiguous regardless of order. for (const auto& e : kTextureTable) { if (std::strcmp(argv[i], e.flag) == 0 && i + e.minNextArgs < argc) { outRc = e.fn(i, argc, argv); return true; } } return false; } } // namespace cli } // namespace editor } // namespace wowee