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feat(editor): auto-paint by slope for natural cliff texturing
- Auto-Paint by Slope: paints rock texture on steep terrain surfaces with configurable slope threshold (0.1 - 0.9) - Uses per-vertex normal Z component to detect steepness - Alpha blending based on slope gradient for smooth transitions - Workflow: sculpt terrain → recalc normals → auto-paint slope → rock appears naturally on cliffs while flat areas keep their biome texture
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3 changed files with 53 additions and 0 deletions
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@ -194,6 +194,45 @@ void TexturePainter::autoPaintByHeight(const std::vector<HeightBand>& bands) {
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}
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}
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void TexturePainter::autoPaintBySlope(float slopeThreshold, const std::string& steepTexture) {
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if (!terrain_) return;
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uint32_t steepTexId = ensureTextureInList(steepTexture);
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for (int ci = 0; ci < 256; ci++) {
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auto& chunk = terrain_->chunks[ci];
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if (!chunk.hasHeightMap() || chunk.layers.empty()) continue;
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// Compute average slope from normals
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float maxSlope = 0.0f;
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for (int v = 0; v < 145; v++) {
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float nz = static_cast<float>(chunk.normals[v * 3 + 2]) / 127.0f;
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float slope = 1.0f - std::abs(nz);
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maxSlope = std::max(maxSlope, slope);
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}
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if (maxSlope > slopeThreshold) {
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// Add steep texture as a layer
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int layerIdx = ensureLayerOnChunk(ci, steepTexId);
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if (layerIdx > 0) {
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size_t off = chunk.layers[layerIdx].offsetMCAL;
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if (off + 4096 <= chunk.alphaMap.size()) {
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for (int ty = 0; ty < 64; ty++) {
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for (int tx = 0; tx < 64; tx++) {
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// Sample slope at this texel
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int vi = (ty / 8) * 17 + (tx / 8);
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if (vi >= 145) vi = 144;
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float nz = static_cast<float>(chunk.normals[vi * 3 + 2]) / 127.0f;
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float slope = 1.0f - std::abs(nz);
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float alpha = std::clamp((slope - slopeThreshold * 0.5f) / (1.0f - slopeThreshold * 0.5f), 0.0f, 1.0f);
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chunk.alphaMap[off + ty * 64 + tx] = static_cast<uint8_t>(alpha * 255.0f);
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}
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}
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}
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}
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}
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}
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}
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std::vector<int> TexturePainter::erase(const glm::vec3& center, float radius,
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float strength, float falloff) {
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if (!terrain_ || activeTexture_.empty()) return {};
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