cleaned up comments
This commit is contained in:
+8
-29
@@ -14,16 +14,14 @@ import (
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"github.com/ojrac/opensimplex-go"
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)
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// Constants for Perlin noise generation
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const (
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alpha = 2.
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beta = 2.
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n = 3
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)
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// GenerateHeightmap creates a grayscale image representing the terrain's elevation using Perlin noise.
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// GenerateHeightmap creates terrain elevation using Perlin noise
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func GenerateHeightmap(width, height, octaves int, scale float64, seed int64) image.Image {
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// Initialize Perlin noise generator
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p := perlin.NewPerlin(alpha, beta, n, seed)
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img := image.NewGray(image.Rect(0, 0, width, height))
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@@ -31,7 +29,6 @@ func GenerateHeightmap(width, height, octaves int, scale float64, seed int64) im
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scale = 100.0
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}
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// Use multiple goroutines to speed up noise generation
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numGoroutines := runtime.NumCPU()
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var wg sync.WaitGroup
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rowsPerGoroutine := height / numGoroutines
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@@ -47,7 +44,6 @@ func GenerateHeightmap(width, height, octaves int, scale float64, seed int64) im
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defer wg.Done()
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for y := startY; y < endY; y++ {
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for x := 0; x < width; x++ {
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// Combine multiple octaves of noise for more detail
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var noise float64
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frequency := 1.0
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amplitude := 1.0
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@@ -60,7 +56,6 @@ func GenerateHeightmap(width, height, octaves int, scale float64, seed int64) im
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frequency *= 2.0
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}
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// Normalize the noise value and set the pixel color
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noise /= maxAmplitude
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grayColor := uint8((noise + 1) * 127.5)
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img.SetGray(x, y, color.Gray{Y: grayColor})
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@@ -73,13 +68,12 @@ func GenerateHeightmap(width, height, octaves int, scale float64, seed int64) im
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return img
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}
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// ApplyRoughness adds a visual roughness effect to the heightmap.
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// ApplyRoughness adds visual roughness effect to the heightmap
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func ApplyRoughness(heightmap image.Image, roughness float64) image.Image {
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bounds := heightmap.Bounds()
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composite := image.NewRGBA(bounds)
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draw.Draw(composite, bounds, heightmap, image.Point{}, draw.Src)
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// The alpha value of the overlay determines the roughness effect
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alphaValue := 255 - uint8(roughness*2.55)
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overlay := image.NewUniform(color.RGBA{R: 128, G: 128, B: 128, A: alphaValue})
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draw.Draw(composite, bounds, overlay, image.Point{}, draw.Over)
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@@ -87,23 +81,20 @@ func ApplyRoughness(heightmap image.Image, roughness float64) image.Image {
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return composite
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}
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// DarkenLakeAreas applies a visual darkening effect to the heightmap where lakes exist.
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// DarkenLakeAreas darkens the heightmap where lakes exist
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func DarkenLakeAreas(heightmap image.Image, lakePixels []image.Point) image.Image {
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bounds := heightmap.Bounds()
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width := bounds.Dx()
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// Create a new black image to draw the lakes on
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lakeMask := image.NewRGBA(bounds)
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black := color.RGBA{0, 0, 0, 255}
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for _, p := range lakePixels {
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lakeMask.Set(p.X, p.Y, black)
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}
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// Apply a Gaussian blur to the lake mask to create smooth edges
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blurRadius := float64(width) * 0.05
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blurredLakeMask := imaging.Blur(lakeMask, blurRadius)
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// Composite the blurred lake mask onto the heightmap with some opacity
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composite := image.NewRGBA(bounds)
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draw.Draw(composite, bounds, heightmap, image.Point{}, draw.Src)
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draw.DrawMask(composite, bounds, blurredLakeMask, image.Point{}, image.NewUniform(color.Alpha{192}), image.Point{}, draw.Over)
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@@ -111,33 +102,27 @@ func DarkenLakeAreas(heightmap image.Image, lakePixels []image.Point) image.Imag
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return composite
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}
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// FlattenRoadAreas smoothens the terrain under roads.
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// FlattenRoadAreas smooths terrain under roads
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func FlattenRoadAreas(heightmap image.Image, roadPixels []image.Point) image.Image {
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bounds := heightmap.Bounds()
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width := bounds.Dx()
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// Create a mask with the road pixels
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roadMask := image.NewGray(bounds)
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for _, p := range roadPixels {
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roadMask.SetGray(p.X, p.Y, color.Gray{Y: 255})
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}
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// Blur the road mask to create a smooth transition
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blurRadius := float64(width) * 0.01
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blurredRoadMask := imaging.Blur(roadMask, blurRadius)
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// Blur the entire heightmap
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blurredHeightmap := imaging.Blur(heightmap, blurRadius)
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// Create a new composite image
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composite := image.NewRGBA(bounds)
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// Interpolate between the original and blurred heightmap based on the road mask
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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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if maskAlpha > 0 {
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// Linearly interpolate between the original and blurred heightmap
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originalColor := heightmap.At(x, y)
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blurredColor := blurredHeightmap.At(x, y)
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@@ -161,12 +146,11 @@ func FlattenRoadAreas(heightmap image.Image, roadPixels []image.Point) image.Ima
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return composite
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}
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// GenerateTrees places trees on the map.
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// GenerateTrees places trees on the map based on coverage and noise
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func GenerateTrees(img *image.RGBA, lakePixels, roadPixels, buildingPixels []image.Point, minTreeSize, maxTreeSize, treeCoverage, treeClumpiness float64, seed int64) []image.Point {
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width := img.Bounds().Dx()
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height := img.Bounds().Dy()
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// Step 1: Calculate the number of trees to place based on coverage percentage.
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avgTreeSize := (minTreeSize + maxTreeSize) / 2
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if avgTreeSize <= 0 {
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return nil
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@@ -183,20 +167,18 @@ func GenerateTrees(img *image.RGBA, lakePixels, roadPixels, buildingPixels []ima
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return nil
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}
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// Step 2: Generate a simplex noise map to guide tree placement.
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noise := opensimplex.New(seed)
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treeNoiseMap := image.NewGray(image.Rect(0, 0, width, height))
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treeNoiseZoom := 0.05
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for y := 0; y < height; y++ {
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for x := 0; x < width; x++ {
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val := noise.Eval2(float64(x)*treeNoiseZoom, float64(y)*treeNoiseZoom)
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val = (val + 1) / 2 // Normalize to 0-1
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val = (val + 1) / 2
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treeNoiseMap.SetGray(x, y, color.Gray{Y: uint8(val * 255)})
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}
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}
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threshold := uint8(255 * (1 - (treeCoverage / 100.0)))
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// Create lookup maps for water, roads, and buildings for efficient collision detection
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isLake := make(map[image.Point]bool)
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for _, p := range lakePixels {
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isLake[p] = true
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@@ -214,12 +196,11 @@ func GenerateTrees(img *image.RGBA, lakePixels, roadPixels, buildingPixels []ima
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randSrc := rand.New(rand.NewSource(seed))
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// Step 3: Determine initial points for clumps of trees.
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numClumpTrees := min(int(treeClumpiness), numTreesToPlace)
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initialPoints := make([]image.Point, 0, numClumpTrees)
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for range numClumpTrees {
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for range 100 { // try 100 times to find a valid spot
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for range 100 {
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p := image.Point{X: randSrc.Intn(width), Y: randSrc.Intn(height)}
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if treeNoiseMap.GrayAt(p.X, p.Y).Y >= threshold && !isLake[p] && !isRoad[p] && !isBuilding[p] {
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initialPoints = append(initialPoints, p)
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@@ -228,14 +209,12 @@ func GenerateTrees(img *image.RGBA, lakePixels, roadPixels, buildingPixels []ima
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}
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}
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// Step 4: Place remaining trees using Poisson Disc Sampling for a natural distribution.
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minRadius := minTreeSize
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allPoints := poissonDiscSampling(width, height, minRadius, 30, initialPoints, func(p image.Point) bool {
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return treeNoiseMap.GrayAt(p.X, p.Y).Y >= threshold && !isLake[p] && !isRoad[p] && !isBuilding[p]
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}, seed)
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var treePixels []image.Point
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// Step 5: Draw the trees on the image.
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numGoroutines := runtime.NumCPU()
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if len(allPoints) < numGoroutines {
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numGoroutines = len(allPoints)
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@@ -297,7 +276,7 @@ func GenerateTrees(img *image.RGBA, lakePixels, roadPixels, buildingPixels []ima
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return treePixels
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}
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// poissonDiscSampling generates points that are randomly distributed but no closer than a given minimum radius.
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// poissonDiscSampling generates randomly distributed points with minimum radius separation
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func poissonDiscSampling(width, height int, minRadius float64, k int, initialPoints []image.Point, isValid func(image.Point) bool, seed int64) []image.Point {
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randSrc := rand.New(rand.NewSource(seed))
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points := initialPoints
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