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feat(editor): gradient texture blend for biome transitions
- Gradient Blend: smoothly transitions base texture from one biome to another across the entire tile (horizontal or vertical) - Preset buttons: Grass→Sand and Grass→Snow gradients - Creates natural biome transition zones without manual painting - Alpha blending from 0% to 100% across 16 chunks
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3 changed files with 55 additions and 0 deletions
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@ -897,6 +897,26 @@ void EditorUI::renderTexturePaintPanel(EditorApp& app) {
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selectedTexture_.c_str());
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// Auto-paint by height
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if (ImGui::CollapsingHeader("Gradient Blend")) {
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static int gradDir = 0;
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ImGui::RadioButton("Horizontal##grad", &gradDir, 0);
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ImGui::SameLine();
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ImGui::RadioButton("Vertical##grad", &gradDir, 1);
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if (ImGui::Button("Grass → Sand Gradient", ImVec2(-1, 0))) {
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app.getTexturePainter().gradientBlend(
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"Tileset\\Elwynn\\ElwynnGrassBase.blp",
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"Tileset\\Tanaris\\TanarisSandBase01.blp", gradDir == 0);
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app.showToast("Gradient applied");
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}
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if (ImGui::Button("Grass → Snow Gradient", ImVec2(-1, 0))) {
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app.getTexturePainter().gradientBlend(
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"Tileset\\Elwynn\\ElwynnGrassBase.blp",
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"Tileset\\Expansion02\\Dragonblight\\DragonblightFreshSmoothSnowA.blp", gradDir == 0);
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app.showToast("Gradient applied");
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}
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ImGui::TextColored(ImVec4(0.6f,0.6f,0.6f,1), "Smooth texture transition across tile");
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}
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if (ImGui::CollapsingHeader("Auto-Paint by Slope")) {
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static float slopeThresh = 0.4f;
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ImGui::SliderFloat("Slope Threshold", &slopeThresh, 0.1f, 0.9f);
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