#include "cli_gen_texture.hpp" #include #include #include #include #include #include #include // stb_image_write impl lives in texture_exporter.cpp; // we just need the declaration of stbi_write_png. #include "stb_image_write.h" namespace wowee { namespace editor { namespace cli { namespace { // Shared hex-color parser used by every texture generator. // Accepts "RRGGBB", "rgb", or those forms with a leading '#'. // Returns false on malformed input (caller should error out). bool parseHex(std::string hex, uint8_t& r, uint8_t& g, uint8_t& b) { std::transform(hex.begin(), hex.end(), hex.begin(), [](unsigned char c) { return std::tolower(c); }); if (!hex.empty() && hex[0] == '#') hex.erase(0, 1); auto fromHexC = [](char c) -> int { if (c >= '0' && c <= '9') return c - '0'; if (c >= 'a' && c <= 'f') return 10 + c - 'a'; return -1; }; int v[6]; if (hex.size() == 6) { for (int k = 0; k < 6; ++k) { v[k] = fromHexC(hex[k]); if (v[k] < 0) return false; } r = static_cast((v[0] << 4) | v[1]); g = static_cast((v[2] << 4) | v[3]); b = static_cast((v[4] << 4) | v[5]); return true; } if (hex.size() == 3) { for (int k = 0; k < 3; ++k) { v[k] = fromHexC(hex[k]); if (v[k] < 0) return false; } r = static_cast((v[0] << 4) | v[0]); g = static_cast((v[1] << 4) | v[1]); b = static_cast((v[2] << 4) | v[2]); return true; } return false; } int handleCobble(int& i, int argc, char** argv) { // Cobblestone street pattern. Each pixel finds its // nearest "stone center" in a perturbed grid (Worley- // style cellular noise) and uses the distance to that // center to draw the stone face vs. mortar gaps. Stones // get small per-stone tint variation so the surface // doesn't read as flat. std::string outPath = argv[++i]; std::string stoneHex = argv[++i]; std::string mortarHex = argv[++i]; int stonePx = 24; uint32_t seed = 1; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { stonePx = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || stonePx < 8 || stonePx > 512) { std::fprintf(stderr, "gen-texture-cobble: invalid dims (W/H 1..8192, stonePx 8..512)\n"); return 1; } uint8_t sr, sg, sb, mr, mg, mb; if (!parseHex(stoneHex, sr, sg, sb)) { std::fprintf(stderr, "gen-texture-cobble: '%s' is not a valid hex color\n", stoneHex.c_str()); return 1; } if (!parseHex(mortarHex, mr, mg, mb)) { std::fprintf(stderr, "gen-texture-cobble: '%s' is not a valid hex color\n", mortarHex.c_str()); return 1; } // Seeded hash → stone center jitter + per-stone tint. // Hash takes (cellX, cellY, seed) and returns 4 floats // in [0,1): two for offset, two for tint variation. auto hash01 = [seed](int cx, int cy, int comp) -> float { uint32_t h = static_cast(cx) * 374761393u + static_cast(cy) * 668265263u + seed * 2147483647u + static_cast(comp) * 16777619u; h = (h ^ (h >> 13)) * 1274126177u; h = h ^ (h >> 16); return (h >> 8) * (1.0f / 16777216.0f); }; std::vector pixels(static_cast(W) * H * 3, 0); // For each pixel, find min distance among 9 neighboring // jittered cell centers (3x3 around current cell). The // closest center owns the pixel; second-closest sets // mortar boundary distance. for (int y = 0; y < H; ++y) { int cy0 = y / stonePx; for (int x = 0; x < W; ++x) { int cx0 = x / stonePx; float bestD = 1e9f, second = 1e9f; int bestCx = 0, bestCy = 0; for (int dy = -1; dy <= 1; ++dy) { for (int dx = -1; dx <= 1; ++dx) { int cx = cx0 + dx; int cy = cy0 + dy; float jx = (hash01(cx, cy, 0) - 0.5f) * 0.7f; float jy = (hash01(cx, cy, 1) - 0.5f) * 0.7f; float ccx = (cx + 0.5f + jx) * stonePx; float ccy = (cy + 0.5f + jy) * stonePx; float dxp = x - ccx, dyp = y - ccy; float d = std::sqrt(dxp * dxp + dyp * dyp); if (d < bestD) { second = bestD; bestD = d; bestCx = cx; bestCy = cy; } else if (d < second) { second = d; } } } // Pixels close to the boundary (small gap between // closest and second-closest) become mortar. float boundary = second - bestD; float mortarThresh = stonePx * 0.10f; if (boundary < mortarThresh) { size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = mr; pixels[i2 + 1] = mg; pixels[i2 + 2] = mb; } else { // Per-stone tint: ±15% on each channel. float tint = 0.85f + 0.30f * hash01(bestCx, bestCy, 2); // Subtle radial darkening toward edges so // the stone face reads as 3D rounded. float edgeFalloff = std::min(1.0f, (boundary - mortarThresh) / (stonePx * 0.4f)); float shade = (0.7f + 0.3f * edgeFalloff) * tint; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = static_cast( std::clamp(sr * shade, 0.0f, 255.0f)); pixels[i2 + 1] = static_cast( std::clamp(sg * shade, 0.0f, 255.0f)); pixels[i2 + 2] = static_cast( std::clamp(sb * shade, 0.0f, 255.0f)); } } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-cobble: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" stone/mortar : %s / %s\n", stoneHex.c_str(), mortarHex.c_str()); std::printf(" stone px : %d\n", stonePx); std::printf(" seed : %u\n", seed); return 0; } int handleMarble(int& i, int argc, char** argv) { // Marble pattern via warped sinusoidal veining. The // canonical "marble shader": take a sine wave, warp its // input by smooth multi-octave noise, raise the absolute // value to a high power so the bright vein bands stay // narrow. Result: irregular bright veins on a base color // that tile with octave-driven low-freq variation. std::string outPath = argv[++i]; std::string baseHex = argv[++i]; std::string veinHex = argv[++i]; uint32_t seed = 1; float sharpness = 8.0f; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { sharpness = std::stof(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || sharpness < 1.0f || sharpness > 64.0f) { std::fprintf(stderr, "gen-texture-marble: invalid dims (W/H 1..8192, sharpness 1..64)\n"); return 1; } uint8_t br, bg, bb_, vr, vg, vb; if (!parseHex(baseHex, br, bg, bb_)) { std::fprintf(stderr, "gen-texture-marble: '%s' is not a valid hex color\n", baseHex.c_str()); return 1; } if (!parseHex(veinHex, vr, vg, vb)) { std::fprintf(stderr, "gen-texture-marble: '%s' is not a valid hex color\n", veinHex.c_str()); return 1; } // Cheap multi-octave noise: 4 sin/cos products at // doubling frequencies, seeded phase per octave. Smooth // and tiles imperfectly but for marble we want some // irregularity anyway. float seedF = static_cast(seed); auto warpNoise = [&](float x, float y) -> float { float n = 0.0f; float freq = 0.02f; float amp = 1.0f; float total = 0.0f; for (int o = 0; o < 4; ++o) { n += amp * std::sin(x * freq + seedF * (1.0f + o)) * std::cos(y * freq + seedF * (0.6f + o)); total += amp; freq *= 2.0f; amp *= 0.5f; } return n / total; // -1..1 }; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { // Warped sine: vein density is sin(turbulent x). // High exponent on |sin| concentrates brightness // into thin bands. float warp = warpNoise(static_cast(x), static_cast(y)); float v = std::sin((x + warp * 80.0f) * 0.07f); float vein = std::pow(std::abs(v), sharpness); uint8_t r = static_cast(br * (1 - vein) + vr * vein); uint8_t g = static_cast(bg * (1 - vein) + vg * vein); uint8_t b = static_cast(bb_ * (1 - vein) + vb * vein); size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = r; pixels[i2 + 1] = g; pixels[i2 + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-marble: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" base/vein : %s / %s\n", baseHex.c_str(), veinHex.c_str()); std::printf(" sharpness : %.1f\n", sharpness); std::printf(" seed : %u\n", seed); return 0; } int handleMetal(int& i, int argc, char** argv) { // Brushed-metal pattern. We generate per-pixel white // noise then box-blur it heavily along one axis (the // brush direction) and lightly along the other. Result: // long thin streaks of varying brightness, the visual // signature of brushed steel/aluminum/iron. Apply that // streaky shade as a multiplicative tint on the base // metal color. std::string outPath = argv[++i]; std::string baseHex = argv[++i]; uint32_t seed = 1; std::string orientation = "horizontal"; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { orientation = argv[++i]; } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192) { std::fprintf(stderr, "gen-texture-metal: invalid dims (W/H 1..8192)\n"); return 1; } if (orientation != "horizontal" && orientation != "vertical") { std::fprintf(stderr, "gen-texture-metal: orientation must be horizontal|vertical\n"); return 1; } uint8_t mr, mg, mb; if (!parseHex(baseHex, mr, mg, mb)) { std::fprintf(stderr, "gen-texture-metal: '%s' is not a valid hex color\n", baseHex.c_str()); return 1; } uint32_t state = seed ? seed : 1u; auto next01 = [&state]() -> float { state = state * 1664525u + 1013904223u; return (state >> 8) * (1.0f / 16777216.0f); }; // Step 1: per-pixel white noise. std::vector noise(static_cast(W) * H); for (auto& v : noise) v = next01(); // Step 2: directional blur. For horizontal orientation, // blur strongly in X (long brush strokes) and lightly // in Y (thin variation across strokes). Vertical // orientation flips X and Y. std::vector blurred(noise.size(), 0.0f); int rxLong = (orientation == "horizontal") ? 24 : 2; int ryLong = (orientation == "horizontal") ? 2 : 24; for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float sum = 0.0f; int n = 0; for (int dy = -ryLong; dy <= ryLong; ++dy) { int py = y + dy; if (py < 0 || py >= H) continue; for (int dx = -rxLong; dx <= rxLong; ++dx) { int px = x + dx; if (px < 0 || px >= W) continue; sum += noise[static_cast(py) * W + px]; n++; } } blurred[static_cast(y) * W + x] = sum / n; } } // Step 3: stretch contrast back out so the streaks // are visible (blurring narrows the range). float minV = 1.0f, maxV = 0.0f; for (float v : blurred) { minV = std::min(minV, v); maxV = std::max(maxV, v); } float range = std::max(maxV - minV, 1e-6f); std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float t = (blurred[static_cast(y) * W + x] - minV) / range; // Map noise to a multiplicative shade in [0.7, 1.1] // so the metal looks polished but not flat. float shade = 0.7f + t * 0.4f; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = static_cast( std::clamp(mr * shade, 0.0f, 255.0f)); pixels[i2 + 1] = static_cast( std::clamp(mg * shade, 0.0f, 255.0f)); pixels[i2 + 2] = static_cast( std::clamp(mb * shade, 0.0f, 255.0f)); } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-metal: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" base color : %s\n", baseHex.c_str()); std::printf(" orientation : %s\n", orientation.c_str()); std::printf(" seed : %u\n", seed); return 0; } int handleLeather(int& i, int argc, char** argv) { // Leather grain pattern. Cellular Worley noise where // each "pebble" cell darkens at its boundaries with // its neighbors — the look of fine-grain leather. // Each cell also gets per-cell tint variation so the // surface doesn't read as uniform. std::string outPath = argv[++i]; std::string baseHex = argv[++i]; uint32_t seed = 1; int grainSize = 4; // average pebble cell size in px int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { grainSize = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || grainSize < 2 || grainSize > 64) { std::fprintf(stderr, "gen-texture-leather: invalid dims (W/H 1..8192, grainSize 2..64)\n"); return 1; } uint8_t lr, lg, lb; if (!parseHex(baseHex, lr, lg, lb)) { std::fprintf(stderr, "gen-texture-leather: '%s' is not a valid hex color\n", baseHex.c_str()); return 1; } // Per-cell hash (same idea as cobble, but smaller cells). auto hash01 = [seed](int cx, int cy, int comp) -> float { uint32_t h = static_cast(cx) * 374761393u + static_cast(cy) * 668265263u + seed * 2147483647u + static_cast(comp) * 16777619u; h = (h ^ (h >> 13)) * 1274126177u; h = h ^ (h >> 16); return (h >> 8) * (1.0f / 16777216.0f); }; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { int cy0 = y / grainSize; for (int x = 0; x < W; ++x) { int cx0 = x / grainSize; float bestD = 1e9f, second = 1e9f; int bestCx = 0, bestCy = 0; for (int dy = -1; dy <= 1; ++dy) { for (int dx = -1; dx <= 1; ++dx) { int cx = cx0 + dx; int cy = cy0 + dy; float jx = (hash01(cx, cy, 0) - 0.5f) * 0.6f; float jy = (hash01(cx, cy, 1) - 0.5f) * 0.6f; float ccx = (cx + 0.5f + jx) * grainSize; float ccy = (cy + 0.5f + jy) * grainSize; float dxp = x - ccx, dyp = y - ccy; float d = std::sqrt(dxp * dxp + dyp * dyp); if (d < bestD) { second = bestD; bestD = d; bestCx = cx; bestCy = cy; } else if (d < second) { second = d; } } } // Boundary darkness: closer to the cell border // = darker. Scaled by grainSize for resolution // independence. float boundary = (second - bestD) / grainSize; float boundaryShade = std::clamp(boundary * 1.5f, 0.4f, 1.0f); // Per-cell tint: ±15% lightness. float tint = 0.85f + 0.30f * hash01(bestCx, bestCy, 2); float shade = boundaryShade * tint; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = static_cast( std::clamp(lr * shade, 0.0f, 255.0f)); pixels[i2 + 1] = static_cast( std::clamp(lg * shade, 0.0f, 255.0f)); pixels[i2 + 2] = static_cast( std::clamp(lb * shade, 0.0f, 255.0f)); } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-leather: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" base color : %s\n", baseHex.c_str()); std::printf(" grain size : %d px\n", grainSize); std::printf(" seed : %u\n", seed); return 0; } int handleSand(int& i, int argc, char** argv) { // Sand dunes pattern: per-pixel salt-and-pepper grain // jitter (the individual grains of sand) overlaid with // wide sinusoidal ripple bands (the wind-formed dune // ridges). Result reads as windswept beach or desert. std::string outPath = argv[++i]; std::string baseHex = argv[++i]; uint32_t seed = 1; int rippleSpacing = 24; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { rippleSpacing = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || rippleSpacing < 4 || rippleSpacing > 512) { std::fprintf(stderr, "gen-texture-sand: invalid dims (W/H 1..8192, rippleSpacing 4..512)\n"); return 1; } uint8_t br, bg, bb_; if (!parseHex(baseHex, br, bg, bb_)) { std::fprintf(stderr, "gen-texture-sand: '%s' is not a valid hex color\n", baseHex.c_str()); return 1; } uint32_t state = seed ? seed : 1u; auto next01 = [&state]() -> float { state = state * 1664525u + 1013904223u; return (state >> 8) * (1.0f / 16777216.0f); }; std::vector pixels(static_cast(W) * H * 3, 0); const float pi = 3.14159265358979f; float seedF = static_cast(seed); // Pre-compute one ripple offset per row so dunes flow // smoothly along Y rather than being identical at each row. std::vector rowPhase(H, 0.0f); for (int y = 0; y < H; ++y) { rowPhase[y] = std::sin(y * 0.05f + seedF) * rippleSpacing * 0.5f; } for (int y = 0; y < H; ++y) { float phaseY = rowPhase[y]; for (int x = 0; x < W; ++x) { // Ripple shade: sine band aligned to (x + phaseY). float ripple = std::sin((x + phaseY) * 2.0f * pi / rippleSpacing); float rippleShade = 1.0f + 0.10f * ripple; // Per-pixel grain noise: ±5% jitter. float grain = (next01() - 0.5f) * 0.10f; float shade = rippleShade + grain; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = static_cast( std::clamp(br * shade, 0.0f, 255.0f)); pixels[i2 + 1] = static_cast( std::clamp(bg * shade, 0.0f, 255.0f)); pixels[i2 + 2] = static_cast( std::clamp(bb_ * shade, 0.0f, 255.0f)); } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-sand: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" base color : %s\n", baseHex.c_str()); std::printf(" ripple spacing : %d px\n", rippleSpacing); std::printf(" seed : %u\n", seed); return 0; } int handleSnow(int& i, int argc, char** argv) { // Snow texture: cool-white base with very subtle blueish // tint variation (the soft uneven luminance of fresh // powder), plus scattered single-pixel "sparkles" at // bright white where ice crystals catch light. std::string outPath = argv[++i]; std::string baseHex = argv[++i]; uint32_t seed = 1; float density = 0.005f; // fraction of pixels that sparkle int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { density = std::stof(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || density < 0.0f || density > 0.5f) { std::fprintf(stderr, "gen-texture-snow: invalid dims (W/H 1..8192, density 0..0.5)\n"); return 1; } uint8_t br, bg, bb_; if (!parseHex(baseHex, br, bg, bb_)) { std::fprintf(stderr, "gen-texture-snow: '%s' is not a valid hex color\n", baseHex.c_str()); return 1; } uint32_t state = seed ? seed : 1u; auto next01 = [&state]() -> float { state = state * 1664525u + 1013904223u; return (state >> 8) * (1.0f / 16777216.0f); }; std::vector pixels(static_cast(W) * H * 3, 0); // Soft luminance variation via low-frequency cosine // sums — gives the surface a gently uneven powdery // look rather than a flat field. float seedF = static_cast(seed); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float wave = std::cos(x * 0.03f + seedF) * std::cos(y * 0.04f + seedF * 0.7f); float jitter = (next01() - 0.5f) * 0.04f; float shade = 1.0f + 0.05f * wave + jitter; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = static_cast( std::clamp(br * shade, 0.0f, 255.0f)); pixels[i2 + 1] = static_cast( std::clamp(bg * shade, 0.0f, 255.0f)); pixels[i2 + 2] = static_cast( std::clamp(bb_ * shade, 0.0f, 255.0f)); } } // Sparkle pass: scatter bright single-pixel highlights. int sparkles = static_cast(W * H * density); for (int s = 0; s < sparkles; ++s) { int sx = static_cast(next01() * W); int sy = static_cast(next01() * H); size_t i2 = (static_cast(sy) * W + sx) * 3; pixels[i2 + 0] = 255; pixels[i2 + 1] = 255; pixels[i2 + 2] = 255; } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-snow: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" base color : %s\n", baseHex.c_str()); std::printf(" density : %.4f (%d sparkles)\n", density, sparkles); std::printf(" seed : %u\n", seed); return 0; } int handleLava(int& i, int argc, char** argv) { // Lava texture: dark cooled-crust base with bright // glowing cracks tracing Worley cell boundaries — the // canonical "broken obsidian shell over magma" look. // Same cellular noise structure as gen-texture-cobble // but the boundary regions glow hot instead of darken. std::string outPath = argv[++i]; std::string darkHex = argv[++i]; std::string hotHex = argv[++i]; uint32_t seed = 1; int crackScale = 32; // average cell size in px int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { crackScale = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || crackScale < 8 || crackScale > 512) { std::fprintf(stderr, "gen-texture-lava: invalid dims (W/H 1..8192, crackScale 8..512)\n"); return 1; } uint8_t dr, dg, db, hr, hg, hb; if (!parseHex(darkHex, dr, dg, db)) { std::fprintf(stderr, "gen-texture-lava: '%s' is not a valid hex color\n", darkHex.c_str()); return 1; } if (!parseHex(hotHex, hr, hg, hb)) { std::fprintf(stderr, "gen-texture-lava: '%s' is not a valid hex color\n", hotHex.c_str()); return 1; } auto hash01 = [seed](int cx, int cy, int comp) -> float { uint32_t h = static_cast(cx) * 374761393u + static_cast(cy) * 668265263u + seed * 2147483647u + static_cast(comp) * 16777619u; h = (h ^ (h >> 13)) * 1274126177u; h = h ^ (h >> 16); return (h >> 8) * (1.0f / 16777216.0f); }; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { int cy0 = y / crackScale; for (int x = 0; x < W; ++x) { int cx0 = x / crackScale; float bestD = 1e9f, second = 1e9f; for (int dy = -1; dy <= 1; ++dy) { for (int dx = -1; dx <= 1; ++dx) { int cx = cx0 + dx; int cy = cy0 + dy; float jx = (hash01(cx, cy, 0) - 0.5f) * 0.7f; float jy = (hash01(cx, cy, 1) - 0.5f) * 0.7f; float ccx = (cx + 0.5f + jx) * crackScale; float ccy = (cy + 0.5f + jy) * crackScale; float dxp = x - ccx, dyp = y - ccy; float d = std::sqrt(dxp * dxp + dyp * dyp); if (d < bestD) { second = bestD; bestD = d; } else if (d < second) { second = d; } } } // Boundary intensity: thin glow band where the // distance to the second-closest center is // close to the distance to the closest. Glow // strength falls off as we move away from the // crack into the cell interior. float boundary = (second - bestD) / crackScale; float crackWidth = 0.08f; float glow = 0.0f; if (boundary < crackWidth) { // Inside the crack — bright hot color. glow = 1.0f - boundary / crackWidth; } else if (boundary < crackWidth * 4.0f) { // Penumbra: soft glow falling off into crust. glow = 0.3f * (1.0f - (boundary - crackWidth) / (crackWidth * 3.0f)); } glow = std::clamp(glow, 0.0f, 1.0f); uint8_t r = static_cast(dr * (1 - glow) + hr * glow); uint8_t g = static_cast(dg * (1 - glow) + hg * glow); uint8_t b = static_cast(db * (1 - glow) + hb * glow); size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = r; pixels[i2 + 1] = g; pixels[i2 + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-lava: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" dark/hot : %s / %s\n", darkHex.c_str(), hotHex.c_str()); std::printf(" crack scale : %d px\n", crackScale); std::printf(" seed : %u\n", seed); return 0; } int handleGradient(int& i, int argc, char** argv) { // Linear two-color gradient. Useful for sky strips, UI // fills, glow rings, dirt-on-grass terrain blends — the // common "fade" cases that --gen-texture's solid/checker/ // grid don't cover. // // Direction: "vertical" (top→bottom, default) or // "horizontal" (left→right). Colors are hex like // --gen-texture. std::string outPath = argv[++i]; std::string fromHex = argv[++i]; std::string toHex = argv[++i]; bool horizontal = false; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { std::string dir = argv[i + 1]; std::transform(dir.begin(), dir.end(), dir.begin(), [](unsigned char c) { return std::tolower(c); }); if (dir == "horizontal" || dir == "vertical") { horizontal = (dir == "horizontal"); i++; } } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192) { std::fprintf(stderr, "gen-texture-gradient: invalid size %dx%d (1..8192)\n", W, H); return 1; } // Hex parser: shared local helper for both endpoints. Same // RRGGBB / RGB rules as --gen-texture. uint8_t r0, g0, b0, r1, g1, b1; if (!parseHex(fromHex, r0, g0, b0)) { std::fprintf(stderr, "gen-texture-gradient: '%s' is not a valid hex color\n", fromHex.c_str()); return 1; } if (!parseHex(toHex, r1, g1, b1)) { std::fprintf(stderr, "gen-texture-gradient: '%s' is not a valid hex color\n", toHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float t; if (horizontal) { t = (W <= 1) ? 0.0f : float(x) / float(W - 1); } else { t = (H <= 1) ? 0.0f : float(y) / float(H - 1); } auto lerp = [](uint8_t a, uint8_t b, float t) { return static_cast(a + (b - a) * t + 0.5f); }; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = lerp(r0, r1, t); pixels[i2 + 1] = lerp(g0, g1, t); pixels[i2 + 2] = lerp(b0, b1, t); } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-gradient: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" direction : %s\n", horizontal ? "horizontal" : "vertical"); std::printf(" from : %s (rgb %u,%u,%u)\n", fromHex.c_str(), r0, g0, b0); std::printf(" to : %s (rgb %u,%u,%u)\n", toHex.c_str(), r1, g1, b1); return 0; } int handleNoise(int& i, int argc, char** argv) { // Smooth value-noise PNG. Useful for terrain detail // overlays, dirt/grass blends, magic-fog backdrops — // anywhere a "natural-looking" pseudo-random texture // beats a flat color or grid. // // Algorithm: bilinearly-interpolated 16×16 random lattice // sampled per pixel. Cheaper than perlin and produces a // similar visual signal at this resolution. // // Deterministic from the integer seed so CI runs and // re-runs are reproducible. Output is grayscale // (R==G==B per pixel) so users can tint it externally. std::string outPath = argv[++i]; uint32_t seed = 1; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192) { std::fprintf(stderr, "gen-texture-noise: invalid size %dx%d (1..8192)\n", W, H); return 1; } // Tiny LCG (numerical recipes constants) so noise is // dependency-free and bit-for-bit identical across // platforms. const int latticeSize = 17; // 16 cells × bilinear corners std::vector lattice(latticeSize * latticeSize); uint32_t state = seed ? seed : 1u; auto next = [&]() -> float { state = state * 1664525u + 1013904223u; return (state >> 8) / float(1 << 24); }; for (auto& v : lattice) v = next(); std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { float fy = static_cast(y) / H * (latticeSize - 1); int yi = static_cast(fy); if (yi >= latticeSize - 1) yi = latticeSize - 2; float fty = fy - yi; // Smoothstep so cell boundaries don't show as bands. float ty = fty * fty * (3.0f - 2.0f * fty); for (int x = 0; x < W; ++x) { float fx = static_cast(x) / W * (latticeSize - 1); int xi = static_cast(fx); if (xi >= latticeSize - 1) xi = latticeSize - 2; float ftx = fx - xi; float tx = ftx * ftx * (3.0f - 2.0f * ftx); float a = lattice[yi * latticeSize + xi]; float b = lattice[yi * latticeSize + xi + 1]; float c = lattice[(yi + 1) * latticeSize + xi]; float d = lattice[(yi + 1) * latticeSize + xi + 1]; float ab = a + (b - a) * tx; float cd = c + (d - c) * tx; float v = ab + (cd - ab) * ty; uint8_t g = static_cast(v * 255.0f + 0.5f); size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = g; pixels[i2 + 1] = g; pixels[i2 + 2] = g; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-noise: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" seed : %u\n", seed); std::printf(" type : smooth value noise (16x16 bilinear lattice)\n"); return 0; } int handleNoiseColor(int& i, int argc, char** argv) { // Two-color noise blend: same value-noise function as // --gen-texture-noise but interpolated between two RGB // endpoints rather than emitted as grayscale. Useful // for terrain detail (grass+dirt mottle), magic fog, // marble veining, or any "natural variation" pass that // shouldn't be desaturated. std::string outPath = argv[++i]; std::string aHex = argv[++i]; std::string bHex = argv[++i]; uint32_t seed = 1; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192) { std::fprintf(stderr, "gen-texture-noise-color: invalid size %dx%d\n", W, H); return 1; } uint8_t ra, ga, ba, rb, gb, bb; if (!parseHex(aHex, ra, ga, ba)) { std::fprintf(stderr, "gen-texture-noise-color: '%s' is not a valid hex color\n", aHex.c_str()); return 1; } if (!parseHex(bHex, rb, gb, bb)) { std::fprintf(stderr, "gen-texture-noise-color: '%s' is not a valid hex color\n", bHex.c_str()); return 1; } // Same noise pipeline as --gen-texture-noise. const int latticeSize = 17; std::vector lattice(latticeSize * latticeSize); uint32_t state = seed ? seed : 1u; auto next = [&]() -> float { state = state * 1664525u + 1013904223u; return (state >> 8) / float(1 << 24); }; for (auto& v : lattice) v = next(); std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { float fy = static_cast(y) / H * (latticeSize - 1); int yi = static_cast(fy); if (yi >= latticeSize - 1) yi = latticeSize - 2; float fty = fy - yi; float ty = fty * fty * (3.0f - 2.0f * fty); for (int x = 0; x < W; ++x) { float fx = static_cast(x) / W * (latticeSize - 1); int xi = static_cast(fx); if (xi >= latticeSize - 1) xi = latticeSize - 2; float ftx = fx - xi; float tx = ftx * ftx * (3.0f - 2.0f * ftx); float a = lattice[yi * latticeSize + xi]; float b = lattice[yi * latticeSize + xi + 1]; float c = lattice[(yi + 1) * latticeSize + xi]; float d = lattice[(yi + 1) * latticeSize + xi + 1]; float ab = a + (b - a) * tx; float cd = c + (d - c) * tx; float v = ab + (cd - ab) * ty; auto lerp = [](uint8_t lo, uint8_t hi, float t) { return static_cast(lo + (hi - lo) * t + 0.5f); }; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = lerp(ra, rb, v); pixels[i2 + 1] = lerp(ga, gb, v); pixels[i2 + 2] = lerp(ba, bb, v); } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-noise-color: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" seed : %u\n", seed); std::printf(" from : %s\n", aHex.c_str()); std::printf(" to : %s\n", bHex.c_str()); return 0; } int handleRadial(int& i, int argc, char** argv) { // Radial gradient: centerHex at the image center fading // smoothly to edgeHex at the corner. Useful for spell // glow rings, vignettes, soft-edged decals — the // common "circular blob" cases that linear gradients // can't produce. // // Distance is normalized so the corner is t=1 (image is // not necessarily square). A smoothstep curve gives a // soft falloff rather than a harsh disc edge. std::string outPath = argv[++i]; std::string centerHex = argv[++i]; std::string edgeHex = argv[++i]; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192) { std::fprintf(stderr, "gen-texture-radial: invalid size %dx%d (1..8192)\n", W, H); return 1; } uint8_t rc, gc, bc, re, ge, be; if (!parseHex(centerHex, rc, gc, bc)) { std::fprintf(stderr, "gen-texture-radial: '%s' is not a valid hex color\n", centerHex.c_str()); return 1; } if (!parseHex(edgeHex, re, ge, be)) { std::fprintf(stderr, "gen-texture-radial: '%s' is not a valid hex color\n", edgeHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); float cx = (W - 1) * 0.5f; float cy = (H - 1) * 0.5f; // Max distance is the corner (cx, cy itself = half-diag). float maxD = std::sqrt(cx * cx + cy * cy); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float dx = x - cx; float dy = y - cy; float d = std::sqrt(dx * dx + dy * dy); float t = (maxD > 0) ? (d / maxD) : 0.0f; if (t > 1.0f) t = 1.0f; // Smoothstep so the falloff is soft. float smt = t * t * (3.0f - 2.0f * t); auto lerp = [](uint8_t a, uint8_t b, float t) { return static_cast(a + (b - a) * t + 0.5f); }; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = lerp(rc, re, smt); pixels[i2 + 1] = lerp(gc, ge, smt); pixels[i2 + 2] = lerp(bc, be, smt); } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-radial: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" center : %s (rgb %u,%u,%u)\n", centerHex.c_str(), rc, gc, bc); std::printf(" edge : %s (rgb %u,%u,%u)\n", edgeHex.c_str(), re, ge, be); return 0; } int handleStripes(int& i, int argc, char** argv) { // Two-color stripe pattern. Stripe width in pixels, plus // direction (diagonal default, or horizontal/vertical). // Useful for caution tape, marble bands, hazard markers, // and racing-style start/finish flags — patterns that // checker/grid don't capture. std::string outPath = argv[++i]; std::string aHex = argv[++i]; std::string bHex = argv[++i]; int stripePx = 16; std::string dir = "diagonal"; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { stripePx = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { std::string d = argv[i + 1]; std::transform(d.begin(), d.end(), d.begin(), [](unsigned char c) { return std::tolower(c); }); if (d == "diagonal" || d == "horizontal" || d == "vertical") { dir = d; i++; } } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || stripePx < 1 || stripePx > 4096) { std::fprintf(stderr, "gen-texture-stripes: invalid dims (W/H 1..8192, stripe 1..4096)\n"); return 1; } uint8_t ra, ga, ba, rb, gb, bb; if (!parseHex(aHex, ra, ga, ba)) { std::fprintf(stderr, "gen-texture-stripes: '%s' is not a valid hex color\n", aHex.c_str()); return 1; } if (!parseHex(bHex, rb, gb, bb)) { std::fprintf(stderr, "gen-texture-stripes: '%s' is not a valid hex color\n", bHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { int proj; if (dir == "horizontal") proj = y; else if (dir == "vertical") proj = x; else proj = x + y; bool isA = ((proj / stripePx) & 1) == 0; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = isA ? ra : rb; pixels[i2 + 1] = isA ? ga : gb; pixels[i2 + 2] = isA ? ba : bb; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-stripes: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" direction : %s\n", dir.c_str()); std::printf(" stripe : %d px\n", stripePx); std::printf(" colors : %s + %s\n", aHex.c_str(), bHex.c_str()); return 0; } int handleDots(int& i, int argc, char** argv) { // Polka-dot pattern: solid background with circular dots // on a regular grid. Useful for fabric/clothing textures, // game-board patterns, or quick decorative tiling. std::string outPath = argv[++i]; std::string bgHex = argv[++i]; std::string dotHex = argv[++i]; int radius = 8, spacing = 32; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { radius = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { spacing = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || radius < 1 || radius > 1024 || spacing < 2 || spacing > 4096) { std::fprintf(stderr, "gen-texture-dots: invalid dims (W/H 1..8192, radius 1..1024, spacing 2..4096)\n"); return 1; } uint8_t br, bg, bb, dr, dg, db; if (!parseHex(bgHex, br, bg, bb)) { std::fprintf(stderr, "gen-texture-dots: '%s' is not a valid hex color\n", bgHex.c_str()); return 1; } if (!parseHex(dotHex, dr, dg, db)) { std::fprintf(stderr, "gen-texture-dots: '%s' is not a valid hex color\n", dotHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); float r2 = static_cast(radius) * radius; for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { // Distance to the nearest grid point. int gx = (x + spacing / 2) / spacing * spacing; int gy = (y + spacing / 2) / spacing * spacing; float dx = static_cast(x - gx); float dy = static_cast(y - gy); bool inDot = (dx * dx + dy * dy) < r2; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = inDot ? dr : br; pixels[i2 + 1] = inDot ? dg : bg; pixels[i2 + 2] = inDot ? db : bb; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-dots: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" bg : %s\n", bgHex.c_str()); std::printf(" dot : %s\n", dotHex.c_str()); std::printf(" radius : %d px\n", radius); std::printf(" spacing : %d px\n", spacing); return 0; } int handleRings(int& i, int argc, char** argv) { // Concentric rings centered on the image. Useful for // archery targets, magic seal floors, dartboards, hypnosis // visuals — anywhere a "circular alternation" reads as // intentional design. std::string outPath = argv[++i]; std::string aHex = argv[++i]; std::string bHex = argv[++i]; int ringPx = 16; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { ringPx = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || ringPx < 1 || ringPx > 4096) { std::fprintf(stderr, "gen-texture-rings: invalid dims (W/H 1..8192, ringPx 1..4096)\n"); return 1; } uint8_t ra, ga, ba, rb, gb, bb; if (!parseHex(aHex, ra, ga, ba)) { std::fprintf(stderr, "gen-texture-rings: '%s' is not a valid hex color\n", aHex.c_str()); return 1; } if (!parseHex(bHex, rb, gb, bb)) { std::fprintf(stderr, "gen-texture-rings: '%s' is not a valid hex color\n", bHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); float cx = (W - 1) * 0.5f; float cy = (H - 1) * 0.5f; for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float dx = x - cx; float dy = y - cy; float d = std::sqrt(dx * dx + dy * dy); bool isA = (static_cast(d / ringPx) & 1) == 0; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = isA ? ra : rb; pixels[i2 + 1] = isA ? ga : gb; pixels[i2 + 2] = isA ? ba : bb; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-rings: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" ring px : %d\n", ringPx); std::printf(" colors : %s + %s\n", aHex.c_str(), bHex.c_str()); return 0; } int handleChecker(int& i, int argc, char** argv) { // Two-color checkerboard with custom colors. The // existing --gen-texture's "checker" pattern is fixed // black/white at 32px; this is the configurable variant // for game boards, kitchen floors, hazard markers in // colors other than monochrome. std::string outPath = argv[++i]; std::string aHex = argv[++i]; std::string bHex = argv[++i]; int cellPx = 32; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { cellPx = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || cellPx < 1 || cellPx > 4096) { std::fprintf(stderr, "gen-texture-checker: invalid dims (W/H 1..8192, cellPx 1..4096)\n"); return 1; } uint8_t ra, ga, ba, rb, gb, bb; if (!parseHex(aHex, ra, ga, ba)) { std::fprintf(stderr, "gen-texture-checker: '%s' is not a valid hex color\n", aHex.c_str()); return 1; } if (!parseHex(bHex, rb, gb, bb)) { std::fprintf(stderr, "gen-texture-checker: '%s' is not a valid hex color\n", bHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { bool isA = ((x / cellPx) + (y / cellPx)) % 2 == 0; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = isA ? ra : rb; pixels[i2 + 1] = isA ? ga : gb; pixels[i2 + 2] = isA ? ba : bb; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-checker: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" cell px : %d\n", cellPx); std::printf(" colors : %s + %s\n", aHex.c_str(), bHex.c_str()); return 0; } int handleBrick(int& i, int argc, char** argv) { // Brick wall pattern: rectangular bricks with offset rows // (each row shifted by half a brick width) and mortar // lines between. Useful for walls, chimneys, paths, // medieval-zone props. std::string outPath = argv[++i]; std::string brickHex = argv[++i]; std::string mortarHex = argv[++i]; int brickW = 64, brickH = 24, mortarPx = 4; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { brickW = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { brickH = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { mortarPx = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || brickW < 4 || brickW > 4096 || brickH < 4 || brickH > 4096 || mortarPx < 0 || mortarPx > brickH / 2) { std::fprintf(stderr, "gen-texture-brick: invalid dims (W/H 1..8192, brick 4..4096, mortar < brickH/2)\n"); return 1; } uint8_t br, bg, bb_, mr, mg, mb; if (!parseHex(brickHex, br, bg, bb_)) { std::fprintf(stderr, "gen-texture-brick: '%s' is not a valid hex color\n", brickHex.c_str()); return 1; } if (!parseHex(mortarHex, mr, mg, mb)) { std::fprintf(stderr, "gen-texture-brick: '%s' is not a valid hex color\n", mortarHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); int rowH = brickH; // total row height (brick + mortar) int halfBrick = brickW / 2; for (int y = 0; y < H; ++y) { int row = y / rowH; int yInRow = y % rowH; bool inMortarH = (yInRow < mortarPx); int xOffset = (row & 1) ? halfBrick : 0; for (int x = 0; x < W; ++x) { int xS = (x + xOffset) % brickW; bool inMortarV = (xS < mortarPx); bool isMortar = inMortarH || inMortarV; size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = isMortar ? mr : br; pixels[i2 + 1] = isMortar ? mg : bg; pixels[i2 + 2] = isMortar ? mb : bb_; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-brick: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" brick : %d × %d px (%s)\n", brickW, brickH, brickHex.c_str()); std::printf(" mortar : %d px (%s)\n", mortarPx, mortarHex.c_str()); return 0; } int handleWood(int& i, int argc, char** argv) { // Wood grain pattern: vertical streaks of varying width // alternating between light and dark hues, plus a few // pseudo-random "knots" (small dark dots). Suitable for // doors, planks, fences, crates. std::string outPath = argv[++i]; std::string lightHex = argv[++i]; std::string darkHex = argv[++i]; int spacing = 12; // average grain spacing in px uint32_t seed = 1; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { spacing = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || spacing < 2 || spacing > 256) { std::fprintf(stderr, "gen-texture-wood: invalid dims (W/H 1..8192, spacing 2..256)\n"); return 1; } uint8_t lr, lg, lb, dr, dg, db; if (!parseHex(lightHex, lr, lg, lb)) { std::fprintf(stderr, "gen-texture-wood: '%s' is not a valid hex color\n", lightHex.c_str()); return 1; } if (!parseHex(darkHex, dr, dg, db)) { std::fprintf(stderr, "gen-texture-wood: '%s' is not a valid hex color\n", darkHex.c_str()); return 1; } // Tiny LCG so output is reproducible from `seed` alone // without pulling in . uint32_t state = seed ? seed : 1u; auto next01 = [&state]() -> float { state = state * 1664525u + 1013904223u; return (state >> 8) * (1.0f / 16777216.0f); }; // Pre-compute per-column "darkness" weight by accumulating // grain bands of varying width across the image. A band's // weight bleeds into a few neighbors so transitions feel // soft rather than blocky. std::vector colWeight(W, 0.0f); int x = 0; while (x < W) { int width = spacing + static_cast(next01() * spacing); float weight = next01(); // 0..1 int feather = std::max(1, width / 6); for (int dx = -feather; dx < width + feather; ++dx) { int cx = x + dx; if (cx < 0 || cx >= W) continue; float t = 1.0f; if (dx < 0) t = 1.0f + dx / static_cast(feather); else if (dx >= width) t = 1.0f - (dx - width) / static_cast(feather); colWeight[cx] = std::max(colWeight[cx], weight * t); } x += width; } std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { // Slight Y-axis warp so streaks aren't perfectly straight float yWave = std::sin(y * 0.025f) * 1.5f; for (int xi = 0; xi < W; ++xi) { int sx = xi + static_cast(yWave); if (sx < 0) sx = 0; if (sx >= W) sx = W - 1; float w = colWeight[sx]; uint8_t r = static_cast(lr * (1 - w) + dr * w); uint8_t g = static_cast(lg * (1 - w) + dg * w); uint8_t b = static_cast(lb * (1 - w) + db * w); size_t i2 = (static_cast(y) * W + xi) * 3; pixels[i2 + 0] = r; pixels[i2 + 1] = g; pixels[i2 + 2] = b; } } // Sprinkle a handful of round "knots" using the same LCG. int knotCount = std::max(1, (W * H) / 32768); for (int k = 0; k < knotCount; ++k) { int kx = static_cast(next01() * W); int ky = static_cast(next01() * H); int radius = 3 + static_cast(next01() * 4); for (int dy = -radius; dy <= radius; ++dy) { for (int dx = -radius; dx <= radius; ++dx) { int px = kx + dx, py = ky + dy; if (px < 0 || py < 0 || px >= W || py >= H) continue; float d = std::sqrt(static_cast(dx * dx + dy * dy)); if (d > radius) continue; float t = 1.0f - d / radius; size_t i2 = (static_cast(py) * W + px) * 3; pixels[i2 + 0] = static_cast(pixels[i2 + 0] * (1 - t) + dr * t); pixels[i2 + 1] = static_cast(pixels[i2 + 1] * (1 - t) + dg * t); pixels[i2 + 2] = static_cast(pixels[i2 + 2] * (1 - t) + db * t); } } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-wood: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" light/dark: %s / %s\n", lightHex.c_str(), darkHex.c_str()); std::printf(" spacing : %d px\n", spacing); std::printf(" knots : %d\n", knotCount); std::printf(" seed : %u\n", seed); return 0; } int handleGrass(int& i, int argc, char** argv) { // Tiling grass texture. Starts from a slightly perturbed // base color (per-pixel jitter so the field doesn't read // as flat), then sprinkles short blade highlights using // the brighter blade color. Density controls roughly // what fraction of pixels get touched by a blade. std::string outPath = argv[++i]; std::string baseHex = argv[++i]; std::string bladeHex = argv[++i]; float density = 0.15f; uint32_t seed = 1; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { density = std::stof(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || density < 0.0f || density > 1.0f) { std::fprintf(stderr, "gen-texture-grass: invalid dims (W/H 1..8192, density 0..1)\n"); return 1; } uint8_t br, bg, bb_, gr, gg, gb; if (!parseHex(baseHex, br, bg, bb_)) { std::fprintf(stderr, "gen-texture-grass: '%s' is not a valid hex color\n", baseHex.c_str()); return 1; } if (!parseHex(bladeHex, gr, gg, gb)) { std::fprintf(stderr, "gen-texture-grass: '%s' is not a valid hex color\n", bladeHex.c_str()); return 1; } uint32_t state = seed ? seed : 1u; auto next01 = [&state]() -> float { state = state * 1664525u + 1013904223u; return (state >> 8) * (1.0f / 16777216.0f); }; std::vector pixels(static_cast(W) * H * 3, 0); // Base layer: per-pixel jitter ±10 around the base color. for (int y = 0; y < H; ++y) { for (int xi = 0; xi < W; ++xi) { float j = (next01() - 0.5f) * 20.0f; int r = std::clamp(static_cast(br) + static_cast(j), 0, 255); int g = std::clamp(static_cast(bg) + static_cast(j), 0, 255); int b = std::clamp(static_cast(bb_) + static_cast(j), 0, 255); size_t i2 = (static_cast(y) * W + xi) * 3; pixels[i2 + 0] = static_cast(r); pixels[i2 + 1] = static_cast(g); pixels[i2 + 2] = static_cast(b); } } // Blades: short vertical strokes at random positions. // Stroke length 2-5px, alpha-blended toward bladeHex. int strokeCount = static_cast(W * H * density * 0.05f); for (int s = 0; s < strokeCount; ++s) { int sx = static_cast(next01() * W); int sy = static_cast(next01() * H); int slen = 2 + static_cast(next01() * 4); float t = 0.4f + next01() * 0.4f; // blade strength for (int dy = 0; dy < slen; ++dy) { int py = (sy + dy) % H; // wrap so texture tiles int px = sx; size_t i2 = (static_cast(py) * W + px) * 3; pixels[i2 + 0] = static_cast(pixels[i2 + 0] * (1 - t) + gr * t); pixels[i2 + 1] = static_cast(pixels[i2 + 1] * (1 - t) + gg * t); pixels[i2 + 2] = static_cast(pixels[i2 + 2] * (1 - t) + gb * t); } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-grass: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" base/blade: %s / %s\n", baseHex.c_str(), bladeHex.c_str()); std::printf(" density : %.3f\n", density); std::printf(" blades : %d\n", strokeCount); std::printf(" seed : %u\n", seed); return 0; } int handleFabric(int& i, int argc, char** argv) { // Woven fabric pattern. We model an over/under weave: each // "cell" of size threadPx × threadPx is alternately a warp // (vertical) thread or a weft (horizontal) thread. Within // a thread, brightness shades from edge to center so the // weave reads as 3D yarn rather than flat checkerboard. std::string outPath = argv[++i]; std::string warpHex = argv[++i]; std::string weftHex = argv[++i]; int threadPx = 4; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { threadPx = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || threadPx < 2 || threadPx > 256) { std::fprintf(stderr, "gen-texture-fabric: invalid dims (W/H 1..8192, threadPx 2..256)\n"); return 1; } uint8_t wr, wg, wb, fr, fg, fb; if (!parseHex(warpHex, wr, wg, wb)) { std::fprintf(stderr, "gen-texture-fabric: '%s' is not a valid hex color\n", warpHex.c_str()); return 1; } if (!parseHex(weftHex, fr, fg, fb)) { std::fprintf(stderr, "gen-texture-fabric: '%s' is not a valid hex color\n", weftHex.c_str()); return 1; } std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { int cy = y / threadPx; int yInCell = y % threadPx; for (int x = 0; x < W; ++x) { int cx = x / threadPx; int xInCell = x % threadPx; // Plain weave: alternate warp/weft per cell on // a checkerboard. Warp threads run vertically // (so we shade across xInCell), weft threads // run horizontally (shade across yInCell). bool isWarp = ((cx + cy) & 1) == 0; int across = isWarp ? xInCell : yInCell; float t = static_cast(across) / (threadPx - 1); // Center is brighter, edges darker — gives the // illusion of a rounded yarn cross-section. float shade = 1.0f - 0.4f * std::abs(t - 0.5f) * 2.0f; uint8_t r = isWarp ? static_cast(wr * shade) : static_cast(fr * shade); uint8_t g = isWarp ? static_cast(wg * shade) : static_cast(fg * shade); uint8_t b = isWarp ? static_cast(wb * shade) : static_cast(fb * shade); size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = r; pixels[i2 + 1] = g; pixels[i2 + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-fabric: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" warp/weft : %s / %s\n", warpHex.c_str(), weftHex.c_str()); std::printf(" thread px : %d\n", threadPx); return 0; } int handleTile(int& i, int argc, char** argv) { // Square stone tile pattern: each cell is one tile face, // separated by grout lines on every grid edge. Tiles get // small per-tile shade jitter so the surface doesn't read // as a flat regular grid; grout is the constant separator // color. Floors, plaza paving, dungeon walls. std::string outPath = argv[++i]; std::string tileHex = argv[++i]; std::string groutHex = argv[++i]; int tilePx = 32; int groutPx = 2; int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { tilePx = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { groutPx = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || tilePx < 4 || tilePx > 1024 || groutPx < 0 || groutPx > tilePx / 2) { std::fprintf(stderr, "gen-texture-tile: invalid dims (W/H 1..8192, tile 4..1024, grout < tile/2)\n"); return 1; } uint8_t tr, tg, tb, gr, gg, gb; if (!parseHex(tileHex, tr, tg, tb)) { std::fprintf(stderr, "gen-texture-tile: '%s' is not a valid hex color\n", tileHex.c_str()); return 1; } if (!parseHex(groutHex, gr, gg, gb)) { std::fprintf(stderr, "gen-texture-tile: '%s' is not a valid hex color\n", groutHex.c_str()); return 1; } // Per-tile shade jitter. Hash the integer cell coords for // a stable shade per tile so adjacent tiles look distinct. auto cellShade = [](int cx, int cy) -> float { uint32_t h = static_cast(cx) * 374761393u + static_cast(cy) * 668265263u; h = (h ^ (h >> 13)) * 1274126177u; h = h ^ (h >> 16); float n = (h >> 8) * (1.0f / 16777216.0f); // 0..1 return 0.92f + 0.16f * n; // 0.92..1.08 }; std::vector pixels(static_cast(W) * H * 3, 0); for (int y = 0; y < H; ++y) { int cy = y / tilePx; int yInCell = y % tilePx; bool yGrout = (yInCell < groutPx); for (int x = 0; x < W; ++x) { int cx = x / tilePx; int xInCell = x % tilePx; bool xGrout = (xInCell < groutPx); size_t i2 = (static_cast(y) * W + x) * 3; if (xGrout || yGrout) { pixels[i2 + 0] = gr; pixels[i2 + 1] = gg; pixels[i2 + 2] = gb; } else { float shade = cellShade(cx, cy); pixels[i2 + 0] = static_cast( std::clamp(tr * shade, 0.0f, 255.0f)); pixels[i2 + 1] = static_cast( std::clamp(tg * shade, 0.0f, 255.0f)); pixels[i2 + 2] = static_cast( std::clamp(tb * shade, 0.0f, 255.0f)); } } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-tile: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" tile/grout : %s / %s\n", tileHex.c_str(), groutHex.c_str()); std::printf(" tile px : %d\n", tilePx); std::printf(" grout px : %d\n", groutPx); return 0; } int handleBark(int& i, int argc, char** argv) { // Tree bark: vertical wavy streaks (the trunk's growth lines) // plus dark vertical cracks at random columns (where bark // splits as the tree expands). Streaks waver per row via a // smooth cosine offset so the texture doesn't look gridded. std::string outPath = argv[++i]; std::string baseHex = argv[++i]; std::string crackHex = argv[++i]; uint32_t seed = 1; float density = 0.04f; // fraction of columns that become cracks int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { density = std::stof(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || density < 0.0f || density > 0.5f) { std::fprintf(stderr, "gen-texture-bark: invalid dims (W/H 1..8192, density 0..0.5)\n"); return 1; } uint8_t br, bg, bb_, cr, cg, cb; if (!parseHex(baseHex, br, bg, bb_)) { std::fprintf(stderr, "gen-texture-bark: '%s' is not a valid hex color\n", baseHex.c_str()); return 1; } if (!parseHex(crackHex, cr, cg, cb)) { std::fprintf(stderr, "gen-texture-bark: '%s' is not a valid hex color\n", crackHex.c_str()); return 1; } uint32_t state = seed ? seed : 1u; auto next01 = [&state]() -> float { state = state * 1664525u + 1013904223u; return (state >> 8) * (1.0f / 16777216.0f); }; // Pick crack columns up front (sparse). int crackCount = static_cast(W * density); std::vector crackCols; crackCols.reserve(crackCount); for (int k = 0; k < crackCount; ++k) { crackCols.push_back(static_cast(next01() * W)); } std::vector pixels(static_cast(W) * H * 3, 0); float seedF = static_cast(seed); // Per-column shade variation (each vertical streak has its own // brightness derived from a column hash). Pre-compute so each // pixel just reads the column. std::vector colShade(W); for (int x = 0; x < W; ++x) { // Stable column hash → 0.85..1.10 shade uint32_t h = static_cast(x) * 2654435761u + seed; h = (h ^ (h >> 13)) * 1274126177u; h = h ^ (h >> 16); float n = (h >> 8) * (1.0f / 16777216.0f); colShade[x] = 0.85f + 0.25f * n; } for (int y = 0; y < H; ++y) { // Slow horizontal sway so vertical streaks waver per row. float sway = std::sin(y * 0.04f + seedF * 0.3f) * 1.5f; for (int x = 0; x < W; ++x) { int sx = x + static_cast(sway); if (sx < 0) sx = 0; if (sx >= W) sx = W - 1; float shade = colShade[sx]; uint8_t r = static_cast(std::clamp(br * shade, 0.0f, 255.0f)); uint8_t g = static_cast(std::clamp(bg * shade, 0.0f, 255.0f)); uint8_t b = static_cast(std::clamp(bb_ * shade, 0.0f, 255.0f)); // Crack overlay: any pixel within 1 px of a crack column // (with sway applied) becomes the crack color. for (int cc : crackCols) { if (std::abs(sx - cc) <= 1) { r = cr; g = cg; b = cb; break; } } size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = r; pixels[i2 + 1] = g; pixels[i2 + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-bark: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" base/crack : %s / %s\n", baseHex.c_str(), crackHex.c_str()); std::printf(" density : %.4f (%d cracks)\n", density, crackCount); std::printf(" seed : %u\n", seed); return 0; } int handleClouds(int& i, int argc, char** argv) { // Sky with puffy clouds. Multi-octave smooth noise (4 // octaves of cosine-product noise at doubling frequencies) // gives soft cloud blobs; the result is thresholded by // `coverage` so values above the threshold blend toward // cloud color, and values below fade smoothly to sky. std::string outPath = argv[++i]; std::string skyHex = argv[++i]; std::string cloudHex = argv[++i]; uint32_t seed = 1; float coverage = 0.5f; // 0=clear sky, 1=overcast int W = 256, H = 256; if (i + 1 < argc && argv[i + 1][0] != '-') { try { seed = static_cast(std::stoul(argv[++i])); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { coverage = std::stof(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { W = std::stoi(argv[++i]); } catch (...) {} } if (i + 1 < argc && argv[i + 1][0] != '-') { try { H = std::stoi(argv[++i]); } catch (...) {} } if (W < 1 || H < 1 || W > 8192 || H > 8192 || coverage < 0.0f || coverage > 1.0f) { std::fprintf(stderr, "gen-texture-clouds: invalid dims (W/H 1..8192, coverage 0..1)\n"); return 1; } uint8_t sr, sg, sb, cr, cg, cb; if (!parseHex(skyHex, sr, sg, sb)) { std::fprintf(stderr, "gen-texture-clouds: '%s' is not a valid hex color\n", skyHex.c_str()); return 1; } if (!parseHex(cloudHex, cr, cg, cb)) { std::fprintf(stderr, "gen-texture-clouds: '%s' is not a valid hex color\n", cloudHex.c_str()); return 1; } float seedF = static_cast(seed); auto cloudNoise = [&](float x, float y) -> float { // 4 octaves of sin/cos noise at doubling frequency, // halving amplitude. Output in 0..1 after normalize. float n = 0.0f; float total = 0.0f; float freq = 0.015f; float amp = 1.0f; for (int o = 0; o < 4; ++o) { n += amp * (0.5f + 0.5f * std::sin(x * freq + seedF * (1.0f + o * 0.7f)) * std::cos(y * freq + seedF * (0.5f + o * 0.4f))); total += amp; freq *= 2.0f; amp *= 0.5f; } return n / total; }; std::vector pixels(static_cast(W) * H * 3, 0); // Coverage maps to a noise threshold: low coverage = high // threshold (only the brightest noise becomes clouds); // high coverage = low threshold (more area is cloudy). float thresh = 1.0f - coverage; int cloudPixels = 0; for (int y = 0; y < H; ++y) { for (int x = 0; x < W; ++x) { float n = cloudNoise(static_cast(x), static_cast(y)); // Smooth blend across a 0.15-wide band around the // threshold so cloud edges feather rather than step. float t = std::clamp((n - thresh) / 0.15f, 0.0f, 1.0f); if (t > 0.5f) ++cloudPixels; uint8_t r = static_cast(sr * (1 - t) + cr * t); uint8_t g = static_cast(sg * (1 - t) + cg * t); uint8_t b = static_cast(sb * (1 - t) + cb * t); size_t i2 = (static_cast(y) * W + x) * 3; pixels[i2 + 0] = r; pixels[i2 + 1] = g; pixels[i2 + 2] = b; } } if (!stbi_write_png(outPath.c_str(), W, H, 3, pixels.data(), W * 3)) { std::fprintf(stderr, "gen-texture-clouds: stbi_write_png failed for %s\n", outPath.c_str()); return 1; } std::printf("Wrote %s\n", outPath.c_str()); std::printf(" size : %dx%d\n", W, H); std::printf(" sky/cloud : %s / %s\n", skyHex.c_str(), cloudHex.c_str()); std::printf(" coverage : %.2f (%d cloud pixels)\n", coverage, cloudPixels); std::printf(" seed : %u\n", seed); return 0; } } // namespace bool handleGenTexture(int& i, int argc, char** argv, int& outRc) { if (std::strcmp(argv[i], "--gen-texture-gradient") == 0 && i + 3 < argc) { outRc = handleGradient(i, argc, argv); return true; } // noise-color first because the prefix-match would otherwise hit // 'noise' on a 'noise-color' invocation. if (std::strcmp(argv[i], "--gen-texture-noise-color") == 0 && i + 3 < argc) { outRc = handleNoiseColor(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-noise") == 0 && i + 1 < argc) { outRc = handleNoise(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-radial") == 0 && i + 3 < argc) { outRc = handleRadial(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-stripes") == 0 && i + 3 < argc) { outRc = handleStripes(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-dots") == 0 && i + 3 < argc) { outRc = handleDots(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-rings") == 0 && i + 3 < argc) { outRc = handleRings(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-checker") == 0 && i + 3 < argc) { outRc = handleChecker(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-brick") == 0 && i + 3 < argc) { outRc = handleBrick(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-wood") == 0 && i + 3 < argc) { outRc = handleWood(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-grass") == 0 && i + 3 < argc) { outRc = handleGrass(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-fabric") == 0 && i + 3 < argc) { outRc = handleFabric(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-cobble") == 0 && i + 3 < argc) { outRc = handleCobble(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-marble") == 0 && i + 2 < argc) { outRc = handleMarble(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-metal") == 0 && i + 2 < argc) { outRc = handleMetal(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-leather") == 0 && i + 2 < argc) { outRc = handleLeather(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-sand") == 0 && i + 2 < argc) { outRc = handleSand(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-snow") == 0 && i + 2 < argc) { outRc = handleSnow(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-lava") == 0 && i + 3 < argc) { outRc = handleLava(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-tile") == 0 && i + 3 < argc) { outRc = handleTile(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-bark") == 0 && i + 3 < argc) { outRc = handleBark(i, argc, argv); return true; } if (std::strcmp(argv[i], "--gen-texture-clouds") == 0 && i + 3 < argc) { outRc = handleClouds(i, argc, argv); return true; } return false; } } // namespace cli } // namespace editor } // namespace wowee