vastly improved performance of terain modification form buildings and roads
This commit is contained in:
+205
-49
@@ -533,6 +533,127 @@ func isPixelInSlice(pixel image.Point, pixelSlice []image.Point) bool {
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return false
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}
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var (
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u8BufferPool = sync.Pool{
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New: func() any { return make([]uint8, 0) },
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}
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f32BufferPool = sync.Pool{
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New: func() any { return make([]float32, 0) },
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}
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)
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func getU8Buffer(n int) []uint8 {
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buf := u8BufferPool.Get().([]uint8)
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if cap(buf) < n {
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return make([]uint8, n)
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}
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return buf[:n]
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}
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func putU8Buffer(buf []uint8) {
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if buf == nil {
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return
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}
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u8BufferPool.Put(buf[:0])
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}
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func getF32Buffer(n int) []float32 {
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buf := f32BufferPool.Get().([]float32)
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if cap(buf) < n {
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return make([]float32, n)
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}
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return buf[:n]
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}
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func putF32Buffer(buf []float32) {
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if buf == nil {
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return
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}
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f32BufferPool.Put(buf[:0])
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}
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func chamferDistanceFieldInto(baseMask []uint8, w, h int, dist []float32) []float32 {
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const maxF = 1e6
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total := w * h
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if len(dist) < total {
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dist = make([]float32, total)
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} else {
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dist = dist[:total]
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}
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for i := 0; i < total; i++ {
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if baseMask[i] == 1 {
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dist[i] = 0
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} else {
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dist[i] = maxF
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}
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}
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for y := 0; y < h; y++ {
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for x := 0; x < w; x++ {
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i := y*w + x
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if dist[i] == 0 {
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continue
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}
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if x > 0 {
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v := dist[i-1] + 1.0
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if v < dist[i] {
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dist[i] = v
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}
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}
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if y > 0 {
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v := dist[i-w] + 1.0
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if v < dist[i] {
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dist[i] = v
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}
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}
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if x > 0 && y > 0 {
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v := dist[i-w-1] + 1.41421356
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if v < dist[i] {
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dist[i] = v
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}
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}
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if x < w-1 && y > 0 {
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v := dist[i-w+1] + 1.41421356
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if v < dist[i] {
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dist[i] = v
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}
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}
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}
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}
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for y := h - 1; y >= 0; y-- {
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for x := w - 1; x >= 0; x-- {
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i := y*w + x
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if x < w-1 {
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v := dist[i+1] + 1.0
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if v < dist[i] {
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dist[i] = v
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}
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}
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if y < h-1 {
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v := dist[i+w] + 1.0
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if v < dist[i] {
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dist[i] = v
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}
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}
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if x < w-1 && y < h-1 {
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v := dist[i+w+1] + 1.41421356
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if v < dist[i] {
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dist[i] = v
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}
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}
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if x > 0 && y < h-1 {
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v := dist[i+w-1] + 1.41421356
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if v < dist[i] {
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dist[i] = v
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}
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}
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}
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}
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return dist
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}
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// FlattenBuildingAreas flattens the terrain under buildings and blends the surrounding area.
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func FlattenBuildingAreas(heightMap *image.RGBA, buildings [][]image.Point, width, height int) *image.RGBA {
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if len(buildings) == 0 {
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@@ -541,68 +662,103 @@ func FlattenBuildingAreas(heightMap *image.RGBA, buildings [][]image.Point, widt
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newHeightMap := image.NewRGBA(heightMap.Bounds())
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copy(newHeightMap.Pix, heightMap.Pix)
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const bufferRadius = 5.0
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// Process each building in parallel.
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var wg sync.WaitGroup
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for _, building := range buildings {
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wg.Add(1)
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go func(building []image.Point) {
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defer wg.Done()
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if len(building) == 0 {
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continue
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}
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// Calculate the average height of the building area.
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var totalGray uint32
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for _, p := range building {
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gray, _, _, _ := newHeightMap.At(p.X, p.Y).RGBA()
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totalGray += gray
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minX, minY := width-1, height-1
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maxX, maxY := 0, 0
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var totalGray uint32
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for _, p := range building {
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if p.X < 0 || p.Y < 0 || p.X >= width || p.Y >= height {
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continue
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}
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avgGray := uint8(totalGray / uint32(len(building)) >> 8)
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avgColor := color.RGBA{R: avgGray, G: avgGray, B: avgGray, A: 255}
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// Flatten the building area.
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for _, p := range building {
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newHeightMap.Set(p.X, p.Y, avgColor)
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if p.X < minX {
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minX = p.X
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}
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buffer := make([]image.Point, 0)
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for _, p := range building {
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for y := p.Y - 5; y <= p.Y+5; y++ {
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for x := p.X - 5; x <= p.X+5; x++ {
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if x >= 0 && x < width && y >= 0 && y < height {
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candidate := image.Point{X: x, Y: y}
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if !isPixelInSlice(candidate, building) && !isPixelInSlice(candidate, buffer) {
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buffer = append(buffer, candidate)
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}
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}
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}
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}
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if p.Y < minY {
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minY = p.Y
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}
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if p.X > maxX {
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maxX = p.X
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}
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if p.Y > maxY {
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maxY = p.Y
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}
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srcIdx := p.Y*heightMap.Stride + p.X*4
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totalGray += uint32(heightMap.Pix[srcIdx])
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}
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if minX > maxX || minY > maxY {
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continue
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}
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avgGray := uint8(totalGray / uint32(len(building)))
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// Blend the buffer.
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for _, p := range buffer {
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originalColor := heightMap.At(p.X, p.Y)
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_, g, _, _ := originalColor.RGBA()
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pad := int(bufferRadius)
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bx0 := max(0, minX-pad)
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by0 := max(0, minY-pad)
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bx1 := min(width-1, maxX+pad)
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by1 := min(height-1, maxY+pad)
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bw := bx1 - bx0 + 1
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bh := by1 - by0 + 1
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if bw <= 0 || bh <= 0 {
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continue
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}
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minDist := math.MaxFloat64
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for _, bp := range building {
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dist := math.Sqrt(math.Pow(float64(p.X-bp.X), 2) + math.Pow(float64(p.Y-bp.Y), 2))
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if dist < minDist {
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minDist = dist
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}
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maskSize := bw * bh
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baseMask := getU8Buffer(maskSize)
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for i := range baseMask {
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baseMask[i] = 0
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}
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for _, p := range building {
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if p.X < bx0 || p.X > bx1 || p.Y < by0 || p.Y > by1 {
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continue
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}
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localIdx := (p.Y-by0)*bw + (p.X - bx0)
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baseMask[localIdx] = 1
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}
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distBuf := getF32Buffer(maskSize)
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dist := chamferDistanceFieldInto(baseMask, bw, bh, distBuf)
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for y := by0; y <= by1; y++ {
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localRow := (y - by0) * bw
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rowOffset := y * newHeightMap.Stride
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srcRowOffset := y * heightMap.Stride
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for x := bx0; x <= bx1; x++ {
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localIdx := localRow + (x - bx0)
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idx := rowOffset + x*4
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if baseMask[localIdx] == 1 {
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newHeightMap.Pix[idx] = avgGray
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newHeightMap.Pix[idx+1] = avgGray
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newHeightMap.Pix[idx+2] = avgGray
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newHeightMap.Pix[idx+3] = 255
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continue
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}
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// Blend based on distance.
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blendFactor := minDist / 5.0
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if blendFactor > 1.0 {
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blendFactor = 1.0
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d := float64(dist[localIdx])
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if d > bufferRadius {
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continue
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}
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newGray := uint8(float64(avgGray)*(1.0-blendFactor) + float64(g>>8)*blendFactor)
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newColor := color.RGBA{R: newGray, G: newGray, B: newGray, A: 255}
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newHeightMap.Set(p.X, p.Y, newColor)
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blendFactor := d / bufferRadius
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if blendFactor > 1 {
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blendFactor = 1
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}
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srcIdx := srcRowOffset + x*4
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origGray := float64(heightMap.Pix[srcIdx])
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newGray := uint8(float64(avgGray)*(1.0-blendFactor) + origGray*blendFactor)
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newHeightMap.Pix[idx] = newGray
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newHeightMap.Pix[idx+1] = newGray
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newHeightMap.Pix[idx+2] = newGray
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newHeightMap.Pix[idx+3] = 255
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}
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}(building)
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}
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putF32Buffer(distBuf)
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putU8Buffer(baseMask)
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}
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wg.Wait()
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return newHeightMap
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}
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@@ -128,11 +128,9 @@ func FlattenRoadAreas(heightmap image.Image, roadMask *PixelMask) image.Image {
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blurRadius := float64(width) * 0.01
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blurredRoadMask := imaging.Blur(roadGrayMask, blurRadius)
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blurredHeightmap := imaging.Blur(heightmap, blurRadius)
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composite := image.NewRGBA(bounds)
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for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
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for x := bounds.Min.X; x < bounds.Max.X; x++ {
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maskAlpha, _, _, _ := blurredRoadMask.At(x, y).RGBA()
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@@ -144,7 +142,6 @@ func FlattenRoadAreas(heightmap image.Image, roadMask *PixelMask) image.Image {
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r2, g2, b2, a2 := blurredColor.RGBA()
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alpha := float64(maskAlpha) / 65535.0
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r := uint16(float64(r1)*(1-alpha) + float64(r2)*alpha)
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g := uint16(float64(g1)*(1-alpha) + float64(g2)*alpha)
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b := uint16(float64(b1)*(1-alpha) + float64(b2)*alpha)
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