feat(editor): add --gen-texture-flame fire pattern

Vertical color gradient from dark (bottom) to hot (top), mixed
with multi-octave smooth noise so the flame boundary wavers
randomly rather than reading as a clean horizontal line.
Vertical position curve is squared so the dark stays dark
longer and the hot saturates faster — matches real-flame
appearance where most of the body is dark with a bright tip.

Useful for torches, braziers, magical effects, lava-zone set
dressing, fireplace texture details. Brings the procedural
texture pattern set to 32.
This commit is contained in:
Kelsi 2026-05-09 05:38:18 -07:00
parent c9831b38ff
commit e95dd7692b
3 changed files with 95 additions and 1 deletions

View file

@ -91,6 +91,8 @@ void printUsage(const char* argv0) {
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(" --gen-texture-flame <out.png> <darkHex> <hotHex> [seed] [W H]\n");
std::printf(" Flame: vertical color gradient from dark base to hot top with noise flicker\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");