feat(editor): add --gen-texture-coral branching reef pattern

Water-color background with N branching coral structures
that grow from the bottom edge upward. Each branch walks a
curved path (random angle drift) drawing a thick stroke,
splitting into thinner sub-branches at random intervals so
the result reads as organic coral rather than straight lines.

Iterative stack-based growth (no recursion) with split cap
at 256 to bound runtime. Defaults: branchCount=12, seed=1.
Useful for underwater zones, ocean floor, mer-people set
dressing, swamp coral fungi. Brings the procedural texture
pattern set to 31.
This commit is contained in:
Kelsi 2026-05-09 05:11:40 -07:00
parent 83c7fd9bee
commit b2cc1b7523
3 changed files with 126 additions and 0 deletions

View file

@ -89,6 +89,8 @@ void printUsage(const char* argv0) {
std::printf(" Metal with rust patches: noise blob threshold + per-pixel grain (default coverage=0.4)\n");
std::printf(" --gen-texture-circuit <out.png> <pcbHex> <traceHex> [seed] [traceCount] [W H]\n");
std::printf(" Sci-fi PCB pattern: orthogonal traces with right-angle turns + via dots (default 24 traces)\n");
std::printf(" --gen-texture-coral <out.png> <waterHex> <coralHex> [seed] [branchCount] [W H]\n");
std::printf(" Coral reef: branching tree shapes via random angle walks (default 12 branches)\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");