polished lake generation

This commit is contained in:
Grimsace
2026-01-27 12:00:19 -06:00
parent 6a828e4c28
commit 3e2db3310a
3 changed files with 134 additions and 77 deletions
+30 -11
View File
@@ -21,7 +21,7 @@ func main() {
if err != nil { if err != nil {
log.Println("Error loading settings:", err) log.Println("Error loading settings:", err)
// Use default settings if loading fails // Use default settings if loading fails
settings = &Settings{Detail: 1, Roughness: 0, Width: 300, Height: 300, Lakes: 0, LakeSize: 1} settings = &Settings{Detail: 1, Roughness: 0, Width: 300, Height: 300, Lakes: 0, LakeSizeLower: 1, LakeSizeUpper: 5}
} }
w.SetOnClosed(func() { w.SetOnClosed(func() {
@@ -40,7 +40,7 @@ func main() {
// Initial image generation // Initial image generation
noiseImg := GenerateHeightmap(settings.Width, settings.Height, int(settings.Detail)) noiseImg := GenerateHeightmap(settings.Width, settings.Height, int(settings.Detail))
canvasWithLakes, lakePixels := GenerateLakes(settings.Width, settings.Height, settings.Lakes, settings.LakeSize) canvasWithLakes, lakePixels := GenerateLakes(settings.Width, settings.Height, settings.Lakes, settings.LakeSizeLower, settings.LakeSizeUpper, noiseImg)
darkenedHeightmap := DarkenLakeAreas(noiseImg, lakePixels) darkenedHeightmap := DarkenLakeAreas(noiseImg, lakePixels)
compositeImg := ApplyRoughness(darkenedHeightmap, settings.Roughness) compositeImg := ApplyRoughness(darkenedHeightmap, settings.Roughness)
heightmapImg.Image = compositeImg heightmapImg.Image = compositeImg
@@ -70,13 +70,30 @@ func main() {
} }
lakesSlider.SetValue(float64(settings.Lakes)) lakesSlider.SetValue(float64(settings.Lakes))
lakeSizeLabel := widget.NewLabel(fmt.Sprintf("Lake Size: %.0f%%", settings.LakeSize)) lakeSizeLowerLabel := widget.NewLabel(fmt.Sprintf("Min Lake Size: %.0f%%", settings.LakeSizeLower))
lakeSizeSlider := widget.NewSlider(1, 100) lakeSizeLowerSlider := widget.NewSlider(1, 100)
lakeSizeSlider.OnChanged = func(val float64) { lakeSizeUpperLabel := widget.NewLabel(fmt.Sprintf("Max Lake Size: %.0f%%", settings.LakeSizeUpper))
settings.LakeSize = val lakeSizeUpperSlider := widget.NewSlider(1, 100)
lakeSizeLabel.SetText(fmt.Sprintf("Lake Size: %.0f%%", settings.LakeSize))
lakeSizeLowerSlider.OnChanged = func(val float64) {
settings.LakeSizeLower = val
if settings.LakeSizeLower > settings.LakeSizeUpper {
settings.LakeSizeUpper = settings.LakeSizeLower
lakeSizeUpperSlider.SetValue(settings.LakeSizeUpper)
} }
lakeSizeSlider.SetValue(settings.LakeSize) lakeSizeLowerLabel.SetText(fmt.Sprintf("Min Lake Size: %.0f%%", settings.LakeSizeLower))
}
lakeSizeLowerSlider.SetValue(settings.LakeSizeLower)
lakeSizeUpperSlider.OnChanged = func(val float64) {
settings.LakeSizeUpper = val
if settings.LakeSizeUpper < settings.LakeSizeLower {
settings.LakeSizeLower = settings.LakeSizeUpper
lakeSizeLowerSlider.SetValue(settings.LakeSizeLower)
}
lakeSizeUpperLabel.SetText(fmt.Sprintf("Max Lake Size: %.0f%%", settings.LakeSizeUpper))
}
lakeSizeUpperSlider.SetValue(settings.LakeSizeUpper)
widthEntry := widget.NewEntry() widthEntry := widget.NewEntry()
widthEntry.SetText(strconv.Itoa(settings.Width)) widthEntry.SetText(strconv.Itoa(settings.Width))
@@ -98,7 +115,7 @@ func main() {
generateBtn := widget.NewButton("Generate", func() { generateBtn := widget.NewButton("Generate", func() {
noiseImg := GenerateHeightmap(settings.Width, settings.Height, int(settings.Detail)) noiseImg := GenerateHeightmap(settings.Width, settings.Height, int(settings.Detail))
canvasWithLakes, lakePixels := GenerateLakes(settings.Width, settings.Height, settings.Lakes, settings.LakeSize) canvasWithLakes, lakePixels := GenerateLakes(settings.Width, settings.Height, settings.Lakes, settings.LakeSizeLower, settings.LakeSizeUpper, noiseImg)
darkenedHeightmap := DarkenLakeAreas(noiseImg, lakePixels) darkenedHeightmap := DarkenLakeAreas(noiseImg, lakePixels)
compositeImg := ApplyRoughness(darkenedHeightmap, settings.Roughness) compositeImg := ApplyRoughness(darkenedHeightmap, settings.Roughness)
heightmapImg.Image = compositeImg heightmapImg.Image = compositeImg
@@ -114,8 +131,10 @@ func main() {
roughnessSlider, roughnessSlider,
lakesLabel, lakesLabel,
lakesSlider, lakesSlider,
lakeSizeLabel, lakeSizeLowerLabel,
lakeSizeSlider, lakeSizeLowerSlider,
lakeSizeUpperLabel,
lakeSizeUpperSlider,
)) ))
imageTab := container.NewTabItem("Image", container.NewVBox( imageTab := container.NewTabItem("Image", container.NewVBox(
+3 -2
View File
@@ -12,7 +12,8 @@ type Settings struct {
Width int `json:"width"` Width int `json:"width"`
Height int `json:"height"` Height int `json:"height"`
Lakes int `json:"lakes"` Lakes int `json:"lakes"`
LakeSize float64 `json:"lake_size"` LakeSizeLower float64 `json:"lake_size_lower"`
LakeSizeUpper float64 `json:"lake_size_upper"`
} }
func (s *Settings) Save() error { func (s *Settings) Save() error {
@@ -47,7 +48,7 @@ func LoadSettings() (*Settings, error) {
file, err := os.Open(configFile) file, err := os.Open(configFile)
if err != nil { if err != nil {
if os.IsNotExist(err) { if os.IsNotExist(err) {
return &Settings{Detail: 1, Roughness: 0, Width: 300, Height: 300, Lakes: 0, LakeSize: 1}, nil return &Settings{Detail: 1, Roughness: 0, Width: 300, Height: 300, Lakes: 0, LakeSizeLower: 1, LakeSizeUpper: 5}, nil
} }
return nil, err return nil, err
} }
+83 -46
View File
@@ -44,82 +44,112 @@ func (pq *priorityQueue) Pop() interface{} {
return item return item
} }
// GenerateLakes creates a specific number of lakes, each covering a specific percentage of the total image area. // GenerateLakes creates a specific number of lakes by dividing the image into chunks and placing one lake per chunk.
// It uses a priority-based growth algorithm to ensure each lake is a single continuous component with organic edges. func GenerateLakes(width, height, numLakes int, lakeSizeLower, lakeSizeUpper float64, heightmap image.Image) (image.Image, []image.Point) {
func GenerateLakes(width, height, numLakes int, lakeSize float64) (image.Image, []image.Point) {
canvas := image.NewRGBA(image.Rect(0, 0, width, height)) canvas := image.NewRGBA(image.Rect(0, 0, width, height))
draw.Draw(canvas, canvas.Bounds(), image.NewUniform(color.White), image.Point{}, draw.Src) draw.Draw(canvas, canvas.Bounds(), image.NewUniform(color.White), image.Point{}, draw.Src)
// Global map to track which pixels are already water to prevent duplicate darkening if numLakes <= 0 || lakeSizeLower <= 0 {
isWater := make(map[image.Point]bool) return canvas, nil
var allLakePixels []image.Point
if numLakes <= 0 || lakeSize <= 0 {
return canvas, allLakePixels
} }
var allLakePixels []image.Point
randSrc := rand.New(rand.NewSource(time.Now().UnixNano()))
// 1. Divide the image into a grid
gridDim := int(math.Ceil(math.Sqrt(float64(numLakes))))
if gridDim == 0 {
return canvas, nil
}
chunkWidth := width / gridDim
chunkHeight := height / gridDim
if chunkWidth == 0 || chunkHeight == 0 {
return canvas, nil
}
// 2. Create a list of chunk indices and shuffle them to randomize lake placement
chunkIndices := make([]int, gridDim*gridDim)
for i := range chunkIndices {
chunkIndices[i] = i
}
randSrc.Shuffle(len(chunkIndices), func(i, j int) {
chunkIndices[i], chunkIndices[j] = chunkIndices[j], chunkIndices[i]
})
totalArea := float64(width * height) totalArea := float64(width * height)
targetPixelsPerLake := int(math.Round(totalArea * (lakeSize / 100.0))) p := perlin.NewPerlin(2.0, 2.0, 1, randSrc.Int63())
// 3. Generate a lake in a subset of the chunks
for i := 0; i < numLakes; i++ {
if i >= len(chunkIndices) {
break
}
// Each lake gets a random size within the defined range
lakeSize := lakeSizeLower
if lakeSizeUpper > lakeSizeLower {
lakeSize = lakeSizeLower + randSrc.Float64()*(lakeSizeUpper-lakeSizeLower)
}
targetPixelsPerLake := int(math.Round(totalArea*(lakeSize/100.0))) / 2
if targetPixelsPerLake <= 0 { if targetPixelsPerLake <= 0 {
targetPixelsPerLake = 1 targetPixelsPerLake = 1
} }
r := rand.New(rand.NewSource(time.Now().UnixNano())) chunkIndex := chunkIndices[i]
// One octave for maximum smoothness (no fractal detail that creates islands) chunkGridX := chunkIndex % gridDim
p := perlin.NewPerlin(2.0, 2.0, 1, r.Int63()) chunkGridY := chunkIndex / gridDim
for i := 0; i < numLakes; i++ { chunkRect := image.Rect(
// Unique seed for this specific lake chunkGridX*chunkWidth,
seedX := r.Float64() * 10000.0 chunkGridY*chunkHeight,
seedY := r.Float64() * 10000.0 (chunkGridX+1)*chunkWidth,
(chunkGridY+1)*chunkHeight,
// Choose a random seed point )
startPt := image.Point{X: r.Intn(width), Y: r.Intn(height)}
// Use the growth algorithm within the chunk
pq := &priorityQueue{} pq := &priorityQueue{}
heap.Init(pq) heap.Init(pq)
// track pixels already considered for THIS lake
visited := make(map[image.Point]bool) visited := make(map[image.Point]bool)
// Scale noise relative to expected lake size to maintain look // Start near the center of the chunk
startPt := image.Point{
X: chunkRect.Min.X + chunkWidth/2,
Y: chunkRect.Min.Y + chunkHeight/2,
}
// just in case the center is out of bounds
if !startPt.In(chunkRect) {
continue
}
seedX := randSrc.Float64() * 10000.0
seedY := randSrc.Float64() * 10000.0
radius := math.Sqrt(float64(targetPixelsPerLake) / math.Pi) radius := math.Sqrt(float64(targetPixelsPerLake) / math.Pi)
// Much lower frequency to avoid islands and thin peninsulas
noiseFreq := 0.01 + (0.2 / (radius + 1.0)) noiseFreq := 0.01 + (0.2 / (radius + 1.0))
// Helper to calculate score
getScore := func(pt image.Point) float64 { getScore := func(pt image.Point) float64 {
dx, dy := pt.X-startPt.X, pt.Y-startPt.Y dx, dy := pt.X-startPt.X, pt.Y-startPt.Y
dist := math.Sqrt(float64(dx*dx + dy*dy)) dist := math.Sqrt(float64(dx*dx + dy*dy))
// Noise component
noise := p.Noise2D(seedX+float64(dx)*noiseFreq, seedY+float64(dy)*noiseFreq) noise := p.Noise2D(seedX+float64(dx)*noiseFreq, seedY+float64(dy)*noiseFreq)
distPenalty := math.Pow(dist/radius, 3.0)
// Non-linear distance penalty: very low near center, increases rapidly at edge luma, _, _, _ := heightmap.At(pt.X, pt.Y).RGBA()
// This makes the center much more "solid" heightmapVal := float64(luma) / 65535.0
distPenalty := math.Pow(dist/radius, 2.0) heightmapEffect := (0.5 - heightmapVal) * 1.5
return noise - distPenalty + heightmapEffect
return noise - distPenalty
} }
// Push starting point
heap.Push(pq, &lakePixel{point: startPt, score: getScore(startPt)}) heap.Push(pq, &lakePixel{point: startPt, score: getScore(startPt)})
visited[startPt] = true visited[startPt] = true
lakeCount := 0 lakeCount := 0
for pq.Len() > 0 && lakeCount < targetPixelsPerLake { for pq.Len() > 0 && lakeCount < targetPixelsPerLake {
// Pop the highest scoring frontier pixel
current := heap.Pop(pq).(*lakePixel) current := heap.Pop(pq).(*lakePixel)
// Add to canvas and global list // The pixel is valid, claim it.
canvas.Set(current.point.X, current.point.Y, color.RGBA{R: 0, G: 0, B: 255, A: 255}) canvas.Set(current.point.X, current.point.Y, color.RGBA{R: 0, G: 0, B: 255, A: 255})
if !isWater[current.point] {
isWater[current.point] = true
allLakePixels = append(allLakePixels, current.point) allLakePixels = append(allLakePixels, current.point)
}
lakeCount++ lakeCount++
// Add neighbors to frontier // Add neighbors, constrained to the chunk rectangle
for dy := -1; dy <= 1; dy++ { for dy := -1; dy <= 1; dy++ {
for dx := -1; dx <= 1; dx++ { for dx := -1; dx <= 1; dx++ {
if dx == 0 && dy == 0 { if dx == 0 && dy == 0 {
@@ -127,12 +157,10 @@ func GenerateLakes(width, height, numLakes int, lakeSize float64) (image.Image,
} }
neighbor := image.Point{X: current.point.X + dx, Y: current.point.Y + dy} neighbor := image.Point{X: current.point.X + dx, Y: current.point.Y + dy}
// Bounds check if !neighbor.In(chunkRect) || visited[neighbor] {
if neighbor.X < 0 || neighbor.X >= width || neighbor.Y < 0 || neighbor.Y >= height {
continue continue
} }
if !visited[neighbor] {
visited[neighbor] = true visited[neighbor] = true
heap.Push(pq, &lakePixel{ heap.Push(pq, &lakePixel{
point: neighbor, point: neighbor,
@@ -142,7 +170,6 @@ func GenerateLakes(width, height, numLakes int, lakeSize float64) (image.Image,
} }
} }
} }
}
return canvas, allLakePixels return canvas, allLakePixels
} }
@@ -153,14 +180,24 @@ func DarkenLakeAreas(heightmap image.Image, lakePixels []image.Point) image.Imag
composite := image.NewRGBA(bounds) composite := image.NewRGBA(bounds)
draw.Draw(composite, bounds, heightmap, image.Point{}, draw.Src) draw.Draw(composite, bounds, heightmap, image.Point{}, draw.Src)
// Create a map for quick lookup of lake pixels
isLake := make(map[image.Point]bool)
for _, p := range lakePixels { for _, p := range lakePixels {
c := composite.At(p.X, p.Y) isLake[p] = true
}
for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
for x := bounds.Min.X; x < bounds.Max.X; x++ {
if !isLake[image.Point{X: x, Y: y}] {
c := composite.At(x, y)
r, g, b, a := c.RGBA() r, g, b, a := c.RGBA()
// Darken by 15% // Darken by 15%
r = uint32(float64(r) * 0.85) r = uint32(float64(r) * 0.85)
g = uint32(float64(g) * 0.85) g = uint32(float64(g) * 0.85)
b = uint32(float64(b) * 0.85) b = uint32(float64(b) * 0.85)
composite.Set(p.X, p.Y, color.RGBA64{R: uint16(r), G: uint16(g), B: uint16(b), A: uint16(a)}) composite.Set(x, y, color.RGBA64{R: uint16(r), G: uint16(g), B: uint16(b), A: uint16(a)})
}
}
} }
return composite return composite