tree generation (needs work) and added deterministic seed
This commit is contained in:
+103
-3
@@ -7,7 +7,6 @@ import (
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"image/draw"
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"math"
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"math/rand"
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"time"
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"github.com/aquilax/go-perlin"
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)
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@@ -45,7 +44,7 @@ func (pq *priorityQueue) Pop() interface{} {
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}
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// GenerateLakes creates a specific number of lakes by dividing the image into chunks and placing one lake per chunk.
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func GenerateLakes(width, height, numLakes int, lakeSizeLower, lakeSizeUpper float64, heightmap image.Image) (image.Image, []image.Point) {
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func GenerateLakes(width, height, numLakes int, lakeSizeLower, lakeSizeUpper float64, heightmap image.Image, seed int64) (image.Image, []image.Point) {
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canvas := image.NewRGBA(image.Rect(0, 0, width, height))
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draw.Draw(canvas, canvas.Bounds(), image.NewUniform(color.White), image.Point{}, draw.Src)
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@@ -54,7 +53,7 @@ func GenerateLakes(width, height, numLakes int, lakeSizeLower, lakeSizeUpper flo
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}
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var allLakePixels []image.Point
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randSrc := rand.New(rand.NewSource(time.Now().UnixNano()))
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randSrc := rand.New(rand.NewSource(seed))
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// 1. Divide the image into a grid
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gridDim := int(math.Ceil(math.Sqrt(float64(numLakes))))
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@@ -202,3 +201,104 @@ func DarkenLakeAreas(heightmap image.Image, lakePixels []image.Point) image.Imag
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return composite
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}
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func GenerateTrees(img *image.RGBA, lakePixels []image.Point, minTreeSize, maxTreeSize, treeCoverage, treeClumpiness float64, seed int64) {
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width := img.Bounds().Dx()
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height := img.Bounds().Dy()
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// 1. Calculate number of trees to place from coverage %.
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avgTreeSize := (minTreeSize + maxTreeSize) / 2
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if avgTreeSize <= 0 {
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return
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}
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avgRadius := avgTreeSize / 2
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avgTreeArea := math.Pi * avgRadius * avgRadius
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if avgTreeArea == 0 {
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return
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}
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totalArea := float64(width * height)
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targetTreePixels := totalArea * (treeCoverage / 100.0)
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numTreesToPlace := int(targetTreePixels / avgTreeArea)
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// 2. Generate a new noise map for tree placement.
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treeNoise := perlin.NewPerlin(2, 2, 3, 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 := treeNoise.Noise2D(float64(x)*treeNoiseZoom, float64(y)*treeNoiseZoom)
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val = (val + 1) / 2 // Normalize to 0-1
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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 * (treeClumpiness / 100.0))
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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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}
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treeCenters := make(map[image.Point]float64)
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randSrc := rand.New(rand.NewSource(seed))
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isValidCenter := func(p image.Point, r float64) bool {
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if p.X-int(r) < 0 || p.X+int(r) >= width || p.Y-int(r) < 0 || p.Y+int(r) >= height {
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return false
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}
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if isLake[p] {
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return false
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}
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for center, r2 := range treeCenters {
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dist := math.Sqrt(math.Pow(float64(p.X-center.X), 2) + math.Pow(float64(p.Y-center.Y), 2))
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if dist < (r2+r)*0.75 { // Allow overlap
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return false
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}
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}
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return true
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}
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// 3. Place trees in valid locations.
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maxConsecutiveFails := 10000
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consecutiveFails := 0
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for len(treeCenters) < numTreesToPlace && consecutiveFails < maxConsecutiveFails {
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p := image.Point{X: randSrc.Intn(width), Y: randSrc.Intn(height)}
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// Check against noise map threshold
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if treeNoiseMap.GrayAt(p.X, p.Y).Y < threshold {
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consecutiveFails++
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continue
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}
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size := minTreeSize + randSrc.Float64()*(maxTreeSize-minTreeSize)
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if size <= 0 {
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continue
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}
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radius := size / 2
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if isValidCenter(p, radius) {
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treeCenters[p] = radius
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consecutiveFails = 0
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} else {
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consecutiveFails++
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}
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}
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// 4. Draw the trees.
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for p, r := range treeCenters {
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// Use a simple pixel-by-pixel circle drawing method
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for y := p.Y - int(r); y <= p.Y+int(r); y++ {
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for x := p.X - int(r); x <= p.X+int(r); x++ {
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pt := image.Point{X: x, Y: y}
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if !pt.In(img.Bounds()) || isLake[pt] {
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continue
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}
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if (math.Pow(float64(x-p.X), 2) + math.Pow(float64(y-p.Y), 2)) <= r*r {
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// Blend the tree color with the background
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// For simplicity, we just set a solid color for now.
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img.Set(x, y, color.RGBA{R: 0, G: 100, B: 0, A: 255})
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}
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}
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}
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}
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}
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