feat(editor): quick biome paint presets (6 biomes, one-click full texture)

- Quick Biome Paint: select a biome (Grassland/Forest/Desert/Snow/Swamp/Barrens)
  and apply its full texture set in one click
- Sets base texture for all chunks + scatters variation patches
- Each biome has a primary ground texture + secondary variation
- Much faster than manual painting for initial zone texturing
This commit is contained in:
Kelsi 2026-05-05 08:42:47 -07:00
parent b00143e8f7
commit 29fe4bd062

View file

@ -904,6 +904,37 @@ void EditorUI::renderTexturePaintPanel(EditorApp& app) {
selectedTexture_.c_str());
// Auto-paint by height
if (ImGui::CollapsingHeader("Quick Biome Paint")) {
const char* biomeNames[] = {"Grassland","Forest","Desert","Snow","Swamp","Barrens"};
static int quickBiome = 0;
ImGui::Combo("Biome##qbp", &quickBiome, biomeNames, 6);
if (ImGui::Button("Apply Full Biome", ImVec2(-1, 0))) {
const char* bases[][2] = {
{"Tileset\\Elwynn\\ElwynnGrassBase.blp", "Tileset\\Elwynn\\ElwynnDirtBase.blp"},
{"Tileset\\Ashenvale\\AshenvaleGrass.blp", "Tileset\\Ashenvale\\AshenvaleDirt.blp"},
{"Tileset\\Tanaris\\TanarisSandBase01.blp", "Tileset\\Tanaris\\TanarisCrackedGround.blp"},
{"Tileset\\Expansion02\\Dragonblight\\DragonblightFreshSmoothSnowA.blp", "Tileset\\Winterspring Grove\\WinterspringDirt.blp"},
{"Tileset\\Wetlands\\WetlandsGrassDark01.blp", "Tileset\\Wetlands\\WetlandsDirtMoss01.blp"},
{"Tileset\\Barrens\\BarrensBaseDirt.blp", "Tileset\\Barrens\\BarrensBaseGrassGold.blp"}
};
// Set base texture for all chunks
auto* t = app.getTerrainEditor().getTerrain();
if (t) {
uint32_t baseId = 0;
for (uint32_t i = 0; i < t->textures.size(); i++)
if (t->textures[i] == bases[quickBiome][0]) { baseId = i; goto foundBase; }
t->textures.push_back(bases[quickBiome][0]);
baseId = static_cast<uint32_t>(t->textures.size() - 1);
foundBase:
for (int ci = 0; ci < 256; ci++)
if (!t->chunks[ci].layers.empty()) t->chunks[ci].layers[0].textureId = baseId;
// Scatter variation patches
app.getTexturePainter().scatterPatches(bases[quickBiome][1], 20, 15.0f, 40.0f, 42);
app.showToast("Biome applied: " + std::string(biomeNames[quickBiome]));
}
}
}
if (ImGui::CollapsingHeader("Scatter Patches")) {
static int patchCount = 15;
static float patchMinR = 10.0f, patchMaxR = 30.0f;