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feat(editor): add --gen-texture-starburst radial-rays pattern
53rd procedural texture: N rays radiating from the texture center. Each pixel computes its angle via atan2 and finds the angular distance to the nearest ray axis (handling the ±π wrap so rays around the seam are continuous). Pixels inside any ray's angular band get the ray color. Brightness tapers linearly with distance from center: 1.0 at the hub, 0.4 at the texture diagonal — gives sun-rays that fade as they extend outward instead of reading as infinite lines. Useful for sun motifs, holy/divine symbols, paladin insignias, mage-robe trim, mosaic medallion centers, shrine floor inlays, and any "radiant glory" surface.
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@ -139,6 +139,8 @@ void printUsage(const char* argv0) {
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std::printf(" Rope: two interleaved sinusoidal strands with cylindrical highlight (twisted cordage)\n");
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std::printf(" --gen-texture-caustics <out.png> <bgHex> <hiHex> [period] [W H]\n");
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std::printf(" Caustics: 4 superimposed sine waves (x/y/x+y/x-y) producing diamond-mesh water shimmer\n");
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std::printf(" --gen-texture-starburst <out.png> <bgHex> <rayHex> [rays] [beamWidth] [W H]\n");
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std::printf(" Starburst: N rays radiating from center with linear falloff (sun / holy symbol / mosaic hub)\n");
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std::printf(" --add-texture-to-zone <zoneDir> <png-path> [renameTo]\n");
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std::printf(" Copy an existing PNG into <zoneDir> (optionally renaming it on the way in)\n");
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std::printf(" --gen-mesh <wom-base> <cube|plane|sphere|cylinder|torus|cone|ramp> [size]\n");
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