feat(editor): add --gen-texture-tile square stone tile pattern

Per-cell pattern: each pixel falls into a tile cell with grout
on every grid edge. Tiles get a stable per-tile shade jitter
(via integer-cell hash) so adjacent tiles look distinct rather
than identical. Grout is the constant separator color.

First new texture added directly to cli_gen_texture.cpp instead
of main.cpp — proves the modular pattern works for new
additions, not just extractions.

Defaults: tilePx=32, groutPx=2. Useful for floors, plaza
paving, dungeon walls. Brings the procedural texture pattern
set to 23.
This commit is contained in:
Kelsi 2026-05-08 22:01:31 -07:00
parent 36cc2ee11d
commit ec9c7898d2
3 changed files with 101 additions and 1 deletions

View file

@ -73,6 +73,8 @@ void printUsage(const char* argv0) {
std::printf(" Snow: soft cool-white base + scattered bright sparkle pixels (default density=0.005)\n");
std::printf(" --gen-texture-lava <out.png> <darkHex> <hotHex> [seed] [crackScale] [W H]\n");
std::printf(" Lava: dark cooled crust with bright glowing cracks via Worley cell boundaries\n");
std::printf(" --gen-texture-tile <out.png> <tileHex> <groutHex> [tilePx] [groutPx] [W H]\n");
std::printf(" Square stone tiles with grout grid (default 32px tiles, 2px grout)\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");