feat(editor): add --gen-texture-lava molten-rock pattern

Worley cellular noise where each cell is a chunk of cooled
crust and the inter-cell boundaries glow as bright cracks of
exposed magma. Each pixel finds its 2 nearest jittered cell
centers; pixels close to the boundary (small gap between
distances) become hot, with a soft penumbra falling off into
the dark crust interior.

Defaults: crackScale=32px, seed=1. Useful for volcanic zones,
elemental dungeons, lava lakes. Brings the procedural texture
pattern set to 22.
This commit is contained in:
Kelsi 2026-05-08 20:33:45 -07:00
parent 68bded4f20
commit 6272e58212
2 changed files with 148 additions and 0 deletions

View file

@ -71,6 +71,8 @@ void printUsage(const char* argv0) {
std::printf(" Sand dunes: per-pixel grain noise + sinusoidal ripple bands (default ripple=24px)\n");
std::printf(" --gen-texture-snow <out.png> <baseHex> [seed] [sparkleDensity] [W H]\n");
std::printf(" Snow: soft cool-white base + scattered bright sparkle pixels (default density=0.005)\n");
std::printf(" --gen-texture-lava <out.png> <darkHex> <hotHex> [seed] [crackScale] [W H]\n");
std::printf(" Lava: dark cooled crust with bright glowing cracks via Worley cell boundaries\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");