added basic river generation
This commit is contained in:
+247
@@ -7,6 +7,7 @@ import (
|
||||
"image/draw"
|
||||
"math"
|
||||
"math/rand"
|
||||
"sort"
|
||||
|
||||
"github.com/disintegration/imaging"
|
||||
"github.com/ojrac/opensimplex-go"
|
||||
@@ -174,6 +175,252 @@ func GenerateLakes(width, height, numLakes int, lakeSizeLower, lakeSizeUpper flo
|
||||
return canvas, allLakePixels
|
||||
}
|
||||
|
||||
type River struct {
|
||||
Width float64
|
||||
Start, End image.Point
|
||||
Points []image.Point
|
||||
}
|
||||
|
||||
func GenerateRivers(width, height, numRivers int, minWidth, maxWidth, curvyness float64, inputImage image.Image, lakePixels []image.Point, seed int64) (image.Image, []image.Point) {
|
||||
if numRivers == 0 {
|
||||
return inputImage, nil
|
||||
}
|
||||
|
||||
canvas, ok := inputImage.(*image.RGBA)
|
||||
if !ok {
|
||||
canvas = image.NewRGBA(inputImage.Bounds())
|
||||
draw.Draw(canvas, canvas.Bounds(), inputImage, image.Point{}, draw.Src)
|
||||
}
|
||||
|
||||
var allRiverPixels []image.Point
|
||||
randSrc := rand.New(rand.NewSource(seed))
|
||||
avgDim := float64(width+height) / 2.0
|
||||
|
||||
isWater := make(map[image.Point]bool)
|
||||
for _, p := range lakePixels {
|
||||
isWater[p] = true
|
||||
}
|
||||
|
||||
rivers := make([]River, numRivers)
|
||||
for i := 0; i < numRivers; i++ {
|
||||
widthPercent := float64(i) / float64(numRivers-1)
|
||||
if numRivers == 1 {
|
||||
widthPercent = 0.5
|
||||
}
|
||||
rivers[i].Width = maxWidth - widthPercent*(maxWidth-minWidth)
|
||||
}
|
||||
|
||||
sort.Slice(rivers, func(i, j int) bool {
|
||||
return rivers[i].Width > rivers[j].Width
|
||||
})
|
||||
|
||||
numControlPoints := int(avgDim * 0.03)
|
||||
if numControlPoints < 60 {
|
||||
numControlPoints = 60
|
||||
}
|
||||
|
||||
for i := range rivers {
|
||||
r := &rivers[i]
|
||||
|
||||
startEdge := randSrc.Intn(4)
|
||||
endEdge := (startEdge + randSrc.Intn(3) + 1) % 4
|
||||
|
||||
r.Start = getPointOnEdge(width, height, startEdge, randSrc)
|
||||
r.End = getPointOnEdge(width, height, endEdge, randSrc)
|
||||
|
||||
path := calculatePath(r.Start, r.End, curvyness/100.0, avgDim, randSrc, numControlPoints)
|
||||
|
||||
for _, p := range path {
|
||||
if isWater[p] {
|
||||
r.End = p
|
||||
path = calculatePath(r.Start, r.End, curvyness/100.0, avgDim, randSrc, numControlPoints)
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
riverWidthPx := (r.Width / 100.0) * avgDim
|
||||
radius := riverWidthPx / 2.0
|
||||
|
||||
for _, p := range path {
|
||||
drawCircle(canvas, p, radius, color.RGBA{R: 0, G: 0, B: 255, A: 255}, &allRiverPixels, isWater)
|
||||
}
|
||||
r.Points = path
|
||||
}
|
||||
|
||||
return canvas, allRiverPixels
|
||||
}
|
||||
|
||||
func getPointOnEdge(width, height, edge int, randSrc *rand.Rand) image.Point {
|
||||
switch edge {
|
||||
case 0: // Top
|
||||
return image.Point{X: randSrc.Intn(width), Y: 0}
|
||||
case 1: // Right
|
||||
return image.Point{X: width - 1, Y: randSrc.Intn(height)}
|
||||
case 2: // Bottom
|
||||
return image.Point{X: randSrc.Intn(width), Y: height - 1}
|
||||
default: // Left
|
||||
return image.Point{X: 0, Y: randSrc.Intn(height)}
|
||||
}
|
||||
}
|
||||
|
||||
func calculatePath(start, end image.Point, curvyness, avgDim float64, randSrc *rand.Rand, numControlPoints int) []image.Point {
|
||||
|
||||
dx := end.X - start.X
|
||||
|
||||
dy := end.Y - start.Y
|
||||
|
||||
dist := math.Sqrt(float64(dx*dx + dy*dy))
|
||||
|
||||
if dist == 0 {
|
||||
|
||||
return []image.Point{start}
|
||||
|
||||
}
|
||||
|
||||
if curvyness == 0 {
|
||||
|
||||
return bresenham([]image.Point{start, end})
|
||||
|
||||
}
|
||||
|
||||
type wave struct {
|
||||
amplitude float64
|
||||
|
||||
numWaves float64
|
||||
|
||||
phase float64
|
||||
}
|
||||
|
||||
waves := make([]wave, 3)
|
||||
|
||||
amp := (avgDim / 10.0) * curvyness
|
||||
|
||||
mainWavelength := avgDim / 4.0
|
||||
|
||||
if mainWavelength < 1 {
|
||||
|
||||
mainWavelength = 1
|
||||
|
||||
}
|
||||
|
||||
baseNumWaves := (dist / mainWavelength) * curvyness
|
||||
|
||||
for i := 0; i < 3; i++ {
|
||||
|
||||
freqMultiplier := 1.0 + float64(i)
|
||||
|
||||
randomizedNumWaves := baseNumWaves * freqMultiplier * (0.75 + randSrc.Float64()*0.5)
|
||||
|
||||
waves[i] = wave{
|
||||
|
||||
amplitude: amp,
|
||||
|
||||
numWaves: randomizedNumWaves,
|
||||
|
||||
phase: randSrc.Float64() * 2 * math.Pi,
|
||||
}
|
||||
|
||||
amp /= 3
|
||||
|
||||
}
|
||||
|
||||
controlPoints := make([]image.Point, numControlPoints+1)
|
||||
|
||||
for i := 0; i <= numControlPoints; i++ {
|
||||
|
||||
t := float64(i) / float64(numControlPoints)
|
||||
|
||||
x := float64(start.X) + t*float64(dx)
|
||||
|
||||
y := float64(start.Y) + t*float64(dy)
|
||||
|
||||
perpX, perpY := -float64(dy)/dist, float64(dx)/dist
|
||||
|
||||
totalOffset := 0.0
|
||||
|
||||
for _, w := range waves {
|
||||
|
||||
totalOffset += math.Sin(t*w.numWaves*2*math.Pi+w.phase) * w.amplitude
|
||||
|
||||
}
|
||||
|
||||
// Apply an envelope to ensure start/end points are anchored
|
||||
|
||||
totalOffset *= math.Sin(t * math.Pi)
|
||||
|
||||
x += totalOffset * perpX
|
||||
|
||||
y += totalOffset * perpY
|
||||
|
||||
controlPoints[i] = image.Point{X: int(math.Round(x)), Y: int(math.Round(y))}
|
||||
|
||||
}
|
||||
|
||||
return bresenham(controlPoints)
|
||||
|
||||
}
|
||||
|
||||
func bresenham(path []image.Point) []image.Point {
|
||||
if len(path) < 2 {
|
||||
return path
|
||||
}
|
||||
|
||||
var fullPath []image.Point
|
||||
for i := 0; i < len(path)-1; i++ {
|
||||
p1, p2 := path[i], path[i+1]
|
||||
dx, dy := p2.X-p1.X, p2.Y-p1.Y
|
||||
absDx, absDy := int(math.Abs(float64(dx))), int(math.Abs(float64(dy)))
|
||||
sx, sy := 1, 1
|
||||
if dx < 0 {
|
||||
sx = -1
|
||||
}
|
||||
if dy < 0 {
|
||||
sy = -1
|
||||
}
|
||||
err := absDx - absDy
|
||||
|
||||
x, y := p1.X, p1.Y
|
||||
for {
|
||||
fullPath = append(fullPath, image.Point{X: x, Y: y})
|
||||
if x == p2.X && y == p2.Y {
|
||||
break
|
||||
}
|
||||
e2 := 2 * err
|
||||
if e2 > -absDy {
|
||||
err -= absDy
|
||||
x += sx
|
||||
}
|
||||
if e2 < absDx {
|
||||
err += absDx
|
||||
y += sy
|
||||
}
|
||||
}
|
||||
}
|
||||
return fullPath
|
||||
}
|
||||
|
||||
func drawCircle(img *image.RGBA, center image.Point, radius float64, c color.Color, pixels *[]image.Point, isWater map[image.Point]bool) {
|
||||
bounds := img.Bounds()
|
||||
r2 := radius * radius
|
||||
for y := int(math.Floor(float64(center.Y) - radius)); y <= int(math.Ceil(float64(center.Y)+radius)); y++ {
|
||||
for x := int(math.Floor(float64(center.X) - radius)); x <= int(math.Ceil(float64(center.X)+radius)); x++ {
|
||||
p := image.Point{X: x, Y: y}
|
||||
if !p.In(bounds) {
|
||||
continue
|
||||
}
|
||||
|
||||
dx, dy := float64(x-center.X), float64(y-center.Y)
|
||||
if dx*dx+dy*dy <= r2 {
|
||||
if !isWater[p] {
|
||||
img.Set(x, y, c)
|
||||
*pixels = append(*pixels, p)
|
||||
isWater[p] = true
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// DarkenLakeAreas applies a visual darkening effect to the heightmap where lakes exist.
|
||||
func DarkenLakeAreas(heightmap image.Image, lakePixels []image.Point) image.Image {
|
||||
bounds := heightmap.Bounds()
|
||||
|
||||
Reference in New Issue
Block a user