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feat(editor): add --gen-texture-caustics water-shimmer pattern
52nd procedural texture: water-surface caustics via four superimposed sine waves running along x, y, x+y, and x-y. Each wave is taken in absolute value before multiplication so peaks shine on either side of the wave centerline, giving the bright-line interference network you see on a pool floor or sunlit shallow streambed. Two-color lerp from bgHex (depth) to hiHex (highlight). Default 24-pixel period reads at the right scale for water- plane underlay; pass a smaller period for tighter ripple. Useful as the floor texture under transparent water volumes, magic-fountain pools, fish-tank ground plates, ritual scrying basins, and any "submerged surface seen through clear water" effect.
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3 changed files with 80 additions and 1 deletions
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@ -137,6 +137,8 @@ void printUsage(const char* argv0) {
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std::printf(" Corrugated: smooth cosine ridges between bg and hi (sheet-metal roofing / siding)\n");
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std::printf(" --gen-texture-rope <out.png> <bgHex> <ropeHex> [period] [strandW] [W H]\n");
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std::printf(" Rope: two interleaved sinusoidal strands with cylindrical highlight (twisted cordage)\n");
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std::printf(" --gen-texture-caustics <out.png> <bgHex> <hiHex> [period] [W H]\n");
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std::printf(" Caustics: 4 superimposed sine waves (x/y/x+y/x-y) producing diamond-mesh water shimmer\n");
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std::printf(" --add-texture-to-zone <zoneDir> <png-path> [renameTo]\n");
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std::printf(" Copy an existing PNG into <zoneDir> (optionally renaming it on the way in)\n");
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std::printf(" --gen-mesh <wom-base> <cube|plane|sphere|cylinder|torus|cone|ramp> [size]\n");
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