added basic river generation

This commit is contained in:
Grimsace
2026-01-30 10:38:00 -06:00
parent 51c7bc9121
commit 30379f53f8
3 changed files with 332 additions and 12 deletions
+77 -12
View File
@@ -101,9 +101,11 @@ func main() {
// Initial image generation
noiseImg := GenerateHeightmap(settings.Width, settings.Height, int(settings.Detail), 100.0, settings.Seed)
lakeImage, lakePixels := GenerateLakes(settings.Width, settings.Height, settings.Lakes, settings.LakeSizeLower, settings.LakeSizeUpper, noiseImg, settings.Seed)
finalImage := lakeImage.(*image.RGBA)
GenerateTrees(finalImage, lakePixels, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, settings.Seed)
darkenedHeightmap := DarkenLakeAreas(noiseImg, lakePixels)
riverImage, riverPixels := GenerateRivers(settings.Width, settings.Height, settings.Rivers, settings.MinRiverWidth, settings.MaxRiverWidth, settings.RiverCurvyness, lakeImage, lakePixels, settings.Seed)
finalImage := riverImage.(*image.RGBA)
allWaterPixels := append(lakePixels, riverPixels...)
GenerateTrees(finalImage, allWaterPixels, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, settings.Seed)
darkenedHeightmap := DarkenLakeAreas(noiseImg, allWaterPixels)
compositeImg := ApplyRoughness(darkenedHeightmap, settings.Roughness)
heightmapImg.Image = compositeImg
canvasImg.Image = finalImage
@@ -158,6 +160,47 @@ func main() {
}
lakeSizeUpperSlider.SetValue(settings.LakeSizeUpper)
riversLabel := widget.NewLabel(fmt.Sprintf("Rivers: %d", settings.Rivers))
riversSlider := widget.NewSlider(0, 5)
riversSlider.OnChanged = func(val float64) {
settings.Rivers = int(val)
riversLabel.SetText(fmt.Sprintf("Rivers: %d", settings.Rivers))
}
riversSlider.SetValue(float64(settings.Rivers))
minRiverWidthLabel := widget.NewLabel(fmt.Sprintf("Min River Width: %.0f%%", settings.MinRiverWidth))
minRiverWidthSlider := widget.NewSlider(1, 100)
maxRiverWidthLabel := widget.NewLabel(fmt.Sprintf("Max River Width: %.0f%%", settings.MaxRiverWidth))
maxRiverWidthSlider := widget.NewSlider(1, 100)
minRiverWidthSlider.OnChanged = func(val float64) {
settings.MinRiverWidth = val
if settings.MinRiverWidth > settings.MaxRiverWidth {
settings.MaxRiverWidth = settings.MinRiverWidth
maxRiverWidthSlider.SetValue(settings.MaxRiverWidth)
}
minRiverWidthLabel.SetText(fmt.Sprintf("Min River Width: %.0f%%", settings.MinRiverWidth))
}
minRiverWidthSlider.SetValue(settings.MinRiverWidth)
maxRiverWidthSlider.OnChanged = func(val float64) {
settings.MaxRiverWidth = val
if settings.MaxRiverWidth < settings.MinRiverWidth {
settings.MinRiverWidth = settings.MaxRiverWidth
minRiverWidthSlider.SetValue(settings.MinRiverWidth)
}
maxRiverWidthLabel.SetText(fmt.Sprintf("Max River Width: %.0f%%", settings.MaxRiverWidth))
}
maxRiverWidthSlider.SetValue(settings.MaxRiverWidth)
riverCurvynessLabel := widget.NewLabel(fmt.Sprintf("River Curvyness: %.0f%%", settings.RiverCurvyness))
riverCurvynessSlider := widget.NewSlider(0, 100)
riverCurvynessSlider.OnChanged = func(val float64) {
settings.RiverCurvyness = val
riverCurvynessLabel.SetText(fmt.Sprintf("River Curvyness: %.0f%%", settings.RiverCurvyness))
}
riverCurvynessSlider.SetValue(settings.RiverCurvyness)
minTreeSizeLabel := widget.NewLabel(fmt.Sprintf("Min Tree Size: %.0fpx", settings.MinTreeSize))
minTreeSizeSlider := widget.NewSlider(1, 150)
maxTreeSizeLabel := widget.NewLabel(fmt.Sprintf("Max Tree Size: %.0fpx", settings.MaxTreeSize))
@@ -211,7 +254,7 @@ func main() {
generateBtn.Disable()
defer generateBtn.Enable()
steps := 6
steps := 7
currentStep := 0
// Step 1: Generating Heightmap
@@ -225,27 +268,35 @@ func main() {
progressBar.SetText(fmt.Sprintf("Step %d/%d: Generating Lakes", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
lakeImage, lakePixels := GenerateLakes(settings.Width, settings.Height, settings.Lakes, settings.LakeSizeLower, settings.LakeSizeUpper, noiseImg, settings.Seed)
finalImage := lakeImage.(*image.RGBA)
// Step 3: Darkening Lake Areas
// Step 3: Generating Rivers
currentStep++
progressBar.SetText(fmt.Sprintf("Step %d/%d: Darkening Lake Areas", currentStep, steps))
progressBar.SetText(fmt.Sprintf("Step %d/%d: Generating Rivers", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
darkenedHeightmap := DarkenLakeAreas(noiseImg, lakePixels)
riverImage, riverPixels := GenerateRivers(settings.Width, settings.Height, settings.Rivers, settings.MinRiverWidth, settings.MaxRiverWidth, settings.RiverCurvyness, lakeImage, lakePixels, settings.Seed)
// Step 4: Applying Roughness
finalImage := riverImage.(*image.RGBA)
allWaterPixels := append(lakePixels, riverPixels...)
// Step 4: Darkening Water Areas
currentStep++
progressBar.SetText(fmt.Sprintf("Step %d/%d: Darkening Water Areas", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
darkenedHeightmap := DarkenLakeAreas(noiseImg, allWaterPixels)
// Step 5: Applying Roughness
currentStep++
progressBar.SetText(fmt.Sprintf("Step %d/%d: Applying Roughness", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
compositeImg := ApplyRoughness(darkenedHeightmap, settings.Roughness)
// Step 5: Generating Trees
// Step 6: Generating Trees
currentStep++
progressBar.SetText(fmt.Sprintf("Step %d/%d: Generating Trees", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
GenerateTrees(finalImage, lakePixels, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, settings.Seed)
GenerateTrees(finalImage, allWaterPixels, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, settings.Seed)
// Step 6: Finalizing Images
// Step 7: Finalizing Images
currentStep++
progressBar.SetText(fmt.Sprintf("Step %d/%d: Finalizing Images", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
@@ -318,6 +369,20 @@ func main() {
lakeSizeLowerSlider,
lakeSizeUpperLabel,
lakeSizeUpperSlider,
widget.NewLabel(""), // Spacer
riversLabel,
riversSlider,
minRiverWidthLabel,
minRiverWidthSlider,
maxRiverWidthLabel,
maxRiverWidthSlider,
riverCurvynessLabel,
riverCurvynessSlider,
widget.NewLabel(""), // Spacer
minTreeSizeLabel,
minTreeSizeSlider,
maxTreeSizeLabel,
+8
View File
@@ -20,6 +20,10 @@ type Settings struct {
TreeCoverage float64 `json:"tree_coverage"`
TreeClumpiness float64 `json:"tree_clumpiness"`
Seed int64 `json:"seed"`
Rivers int `json:"rivers"`
MinRiverWidth float64 `json:"min_river_width"`
MaxRiverWidth float64 `json:"max_river_width"`
RiverCurvyness float64 `json:"river_curvyness"`
}
func (s *Settings) Save() error {
@@ -67,6 +71,10 @@ func LoadSettings() (*Settings, error) {
TreeCoverage: 20,
TreeClumpiness: 50,
Seed: time.Now().UnixNano(),
Rivers: 0,
MinRiverWidth: 1,
MaxRiverWidth: 5,
RiverCurvyness: 50,
}, nil
}
return nil, err
+247
View File
@@ -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()