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feat(editor): add --gen-texture-stained-glass voronoi pattern
34th procedural texture: cathedral / magical-window stained glass done as a Voronoi-cell tessellation. Each pixel snaps to its nearest seed point; pixels near a cell boundary (small relative gap to the second-nearest seed) become the lead color producing the leaded-glass dividers between colored regions. Three stained colors cycle across cells (cellIdx % 3) for a balanced palette without per-cell color authoring. Defaults to 32 cells in 256x256, using ratio-based boundary detection so lead-line thickness scales naturally with cell density. Useful for cathedral windows, mage tower decals, magical portals, ritual circle backdrops.
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3 changed files with 123 additions and 1 deletions
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@ -101,6 +101,8 @@ void printUsage(const char* argv0) {
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std::printf(" Herringbone: slanted parallel lines that flip direction every strip (chevron / fish-bone)\n");
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std::printf(" --gen-texture-scales <out.png> <bgHex> <scaleHex> <rimHex> [cellW] [cellH] [W H]\n");
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std::printf(" Scales: half-row-staggered overlapping circles forming fish/dragon/chain-mail look\n");
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std::printf(" --gen-texture-stained-glass <out.png> <leadHex> <colorAHex> <colorBHex> <colorCHex> [cells] [W H]\n");
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std::printf(" Stained glass: Voronoi cells in 3-color rotation, separated by dark lead lines\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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