feat(editor): add --gen-texture-vines climbing-plant pattern

Solid wall background plus N vine paths that walk upward from
the bottom edge with a smooth cosine drift + tiny per-step
horizontal jitter. Each vine paints 2 pixels wide on every row
it visits so the trail reads as a thin band rather than a
single-pixel line.

Defaults: vineCount=8, seed=1. Useful for ruined castle walls,
overgrown ruins, jungle temple textures, ivy-covered facades.
Brings the procedural texture pattern set to 27.
This commit is contained in:
Kelsi 2026-05-09 02:37:06 -07:00
parent 98c7621e1d
commit 9890429e3c
3 changed files with 101 additions and 1 deletions

View file

@ -81,6 +81,8 @@ void printUsage(const char* argv0) {
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(" --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(" --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");