feat(editor): add --gen-texture-stars night-sky pattern

Solid background fill plus randomly placed stars at varied
brightness — most stars dim (30-65% blend toward star color),
occasional bright stars (85-100% blend) — so the sky reads
with depth rather than as uniform noise. Exit log breaks down
how many bright vs faint stars actually landed.

Defaults: density=0.005 (~0.5% of pixels become stars), seed=1.
Useful for skybox top-faces, distant night sky planes, magical
constellation set dressing. Brings the procedural texture
pattern set to 26.
This commit is contained in:
Kelsi 2026-05-09 01:32:08 -07:00
parent efe0a91335
commit 2d81bc9f6b
3 changed files with 96 additions and 1 deletions

View file

@ -79,6 +79,8 @@ void printUsage(const char* argv0) {
std::printf(" Tree bark: vertical wavy streaks + dark vertical cracks (default density=0.04)\n");
std::printf(" --gen-texture-clouds <out.png> <skyHex> <cloudHex> [seed] [coverage] [W H]\n");
std::printf(" Sky with puffy clouds: multi-octave noise thresholded by coverage (default 0.5)\n");
std::printf(" --gen-texture-stars <out.png> <bgHex> <starHex> [seed] [density] [W H]\n");
std::printf(" Night sky with scattered stars (varied brightness, density 0..1, default 0.005)\n");
std::printf(" --add-texture-to-zone <zoneDir> <png-path> [renameTo]\n");
std::printf(" Copy an existing PNG into <zoneDir> (optionally renaming it on the way in)\n");
std::printf(" --gen-mesh <wom-base> <cube|plane|sphere|cylinder|torus|cone|ramp> [size]\n");