feat(editor): add --gen-texture-mosaic 3-color tile pattern

Per-cell hash picks one of 3 colors for each square tile, with
1-pixel black grout on the top + left edges of every cell so
tiles read as physically separated. Exit log breaks down how
many tiles got each color so callers can verify the seed
distribution.

Defaults: tilePx=16, seed=1. Useful for cathedral floors,
stained-glass set dressing, ornate plaza paving. Brings the
procedural texture pattern set to 28.
This commit is contained in:
Kelsi 2026-05-09 03:23:01 -07:00
parent f283ab2ce7
commit 6b1b901bc5
3 changed files with 98 additions and 0 deletions

View file

@ -83,6 +83,8 @@ void printUsage(const char* argv0) {
std::printf(" Night sky with scattered stars (varied brightness, density 0..1, default 0.005)\n");
std::printf(" --gen-texture-vines <out.png> <wallHex> <vineHex> [seed] [vineCount] [W H]\n");
std::printf(" Wall with climbing vines: meandering vertical paths via random walk (default 8 vines)\n");
std::printf(" --gen-texture-mosaic <out.png> <colorAHex> <colorBHex> <colorCHex> [tilePx] [seed] [W H]\n");
std::printf(" 3-color mosaic: small square tiles with random color picks + grout (default 16px)\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");