tree generation (needs work) and added deterministic seed

This commit is contained in:
Grimsace
2026-01-27 15:16:23 -06:00
parent 3e2db3310a
commit 4e7e26e98b
4 changed files with 319 additions and 46 deletions
+7 -5
View File
@@ -4,8 +4,6 @@ import (
"image" "image"
"image/color" "image/color"
"image/draw" "image/draw"
"math/rand"
"time"
"github.com/aquilax/go-perlin" "github.com/aquilax/go-perlin"
) )
@@ -16,10 +14,14 @@ const (
n = 3 n = 3
) )
func GenerateHeightmap(width, height, octaves int) image.Image { func GenerateHeightmap(width, height, octaves int, scale float64, seed int64) image.Image {
p := perlin.NewPerlin(alpha, beta, n, rand.New(rand.NewSource(time.Now().UnixNano())).Int63()) p := perlin.NewPerlin(alpha, beta, n, seed)
img := image.NewGray(image.Rect(0, 0, width, height)) img := image.NewGray(image.Rect(0, 0, width, height))
if scale == 0 {
scale = 100.0
}
for x := 0; x < width; x++ { for x := 0; x < width; x++ {
for y := 0; y < height; y++ { for y := 0; y < height; y++ {
var noise float64 var noise float64
@@ -28,7 +30,7 @@ func GenerateHeightmap(width, height, octaves int) image.Image {
maxAmplitude := 0.0 maxAmplitude := 0.0
for i := 0; i < octaves; i++ { for i := 0; i < octaves; i++ {
noise += p.Noise2D(float64(x)*frequency/100, float64(y)*frequency/100) * amplitude noise += p.Noise2D(float64(x)*frequency/scale, float64(y)*frequency/scale) * amplitude
maxAmplitude += amplitude maxAmplitude += amplitude
amplitude /= 2.0 amplitude /= 2.0
frequency *= 2.0 frequency *= 2.0
+178 -26
View File
@@ -2,8 +2,15 @@ package main
import ( import (
"fmt" "fmt"
"image"
"image/color"
"log" "log"
"strconv" "strconv"
"time"
"image/png"
"os"
"path/filepath"
"fyne.io/fyne/v2" "fyne.io/fyne/v2"
"fyne.io/fyne/v2/app" "fyne.io/fyne/v2/app"
@@ -24,12 +31,6 @@ func main() {
settings = &Settings{Detail: 1, Roughness: 0, Width: 300, Height: 300, Lakes: 0, LakeSizeLower: 1, LakeSizeUpper: 5} settings = &Settings{Detail: 1, Roughness: 0, Width: 300, Height: 300, Lakes: 0, LakeSizeLower: 1, LakeSizeUpper: 5}
} }
w.SetOnClosed(func() {
if err := settings.Save(); err != nil {
log.Println("Error saving settings:", err)
}
})
canvasImg := &canvas.Image{ canvasImg := &canvas.Image{
FillMode: canvas.ImageFillContain, FillMode: canvas.ImageFillContain,
} }
@@ -38,13 +39,74 @@ func main() {
FillMode: canvas.ImageFillContain, FillMode: canvas.ImageFillContain,
} }
configDir, err := os.UserConfigDir()
if err != nil {
log.Fatal("Failed to get user config dir:", err)
}
appConfigDir := filepath.Join(configDir, "rpgcitymakerreborn")
canvasPath := filepath.Join(appConfigDir, "canvas.png")
heightmapPath := filepath.Join(appConfigDir, "heightmap.png")
w.SetOnClosed(func() {
if err := settings.Save(); err != nil {
log.Println("Error saving settings:", err)
}
if canvasImg.Image != nil {
canvasFile, err := os.Create(canvasPath)
if err != nil {
log.Println("Failed to create canvas file:", err)
} else {
defer canvasFile.Close()
if err := png.Encode(canvasFile, canvasImg.Image); err != nil {
log.Println("Failed to encode canvas image:", err)
}
}
}
if heightmapImg.Image != nil {
heightmapFile, err := os.Create(heightmapPath)
if err != nil {
log.Println("Failed to create heightmap file:", err)
} else {
defer heightmapFile.Close()
if err := png.Encode(heightmapFile, heightmapImg.Image); err != nil {
log.Println("Failed to encode heightmap image:", err)
}
}
}
})
canvasFile, err := os.Open(canvasPath)
if err == nil {
defer canvasFile.Close()
img, err := png.Decode(canvasFile)
if err == nil {
canvasImg.Image = img
}
}
heightmapFile, err := os.Open(heightmapPath)
if err == nil {
defer heightmapFile.Close()
img, err := png.Decode(heightmapFile)
if err == nil {
heightmapImg.Image = img
}
}
if canvasImg.Image == nil || heightmapImg.Image == nil {
// Initial image generation // Initial image generation
noiseImg := GenerateHeightmap(settings.Width, settings.Height, int(settings.Detail)) noiseImg := GenerateHeightmap(settings.Width, settings.Height, int(settings.Detail), 100.0, settings.Seed)
canvasWithLakes, lakePixels := GenerateLakes(settings.Width, settings.Height, settings.Lakes, settings.LakeSizeLower, settings.LakeSizeUpper, noiseImg) 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) darkenedHeightmap := DarkenLakeAreas(noiseImg, lakePixels)
compositeImg := ApplyRoughness(darkenedHeightmap, settings.Roughness) compositeImg := ApplyRoughness(darkenedHeightmap, settings.Roughness)
heightmapImg.Image = compositeImg heightmapImg.Image = compositeImg
canvasImg.Image = canvasWithLakes canvasImg.Image = finalImage
}
detailLabel := widget.NewLabel(fmt.Sprintf("Detail: %.0f", settings.Detail)) detailLabel := widget.NewLabel(fmt.Sprintf("Detail: %.0f", settings.Detail))
detailSlider := widget.NewSlider(1, 16) detailSlider := widget.NewSlider(1, 16)
@@ -95,35 +157,113 @@ func main() {
} }
lakeSizeUpperSlider.SetValue(settings.LakeSizeUpper) lakeSizeUpperSlider.SetValue(settings.LakeSizeUpper)
widthEntry := widget.NewEntry() minTreeSizeLabel := widget.NewLabel(fmt.Sprintf("Min Tree Size: %.0fpx", settings.MinTreeSize))
widthEntry.SetText(strconv.Itoa(settings.Width)) minTreeSizeSlider := widget.NewSlider(1, 150)
widthEntry.OnChanged = func(s string) { maxTreeSizeLabel := widget.NewLabel(fmt.Sprintf("Max Tree Size: %.0fpx", settings.MaxTreeSize))
val, err := strconv.Atoi(s) maxTreeSizeSlider := widget.NewSlider(1, 150)
if err == nil {
settings.Width = val
}
}
heightEntry := widget.NewEntry() minTreeSizeSlider.OnChanged = func(val float64) {
heightEntry.SetText(strconv.Itoa(settings.Height)) settings.MinTreeSize = val
heightEntry.OnChanged = func(s string) { if settings.MinTreeSize > settings.MaxTreeSize {
val, err := strconv.Atoi(s) settings.MaxTreeSize = settings.MinTreeSize
if err == nil { maxTreeSizeSlider.SetValue(settings.MaxTreeSize)
settings.Height = val
} }
minTreeSizeLabel.SetText(fmt.Sprintf("Min Tree Size: %.0fpx", settings.MinTreeSize))
} }
minTreeSizeSlider.SetValue(settings.MinTreeSize)
maxTreeSizeSlider.OnChanged = func(val float64) {
settings.MaxTreeSize = val
if settings.MaxTreeSize < settings.MinTreeSize {
settings.MinTreeSize = settings.MaxTreeSize
minTreeSizeSlider.SetValue(settings.MinTreeSize)
}
maxTreeSizeLabel.SetText(fmt.Sprintf("Max Tree Size: %.0fpx", settings.MaxTreeSize))
}
maxTreeSizeSlider.SetValue(settings.MaxTreeSize)
treeCoverageLabel := widget.NewLabel(fmt.Sprintf("Tree Coverage: %.0f%%", settings.TreeCoverage))
treeCoverageSlider := widget.NewSlider(1, 100)
treeCoverageSlider.OnChanged = func(val float64) {
settings.TreeCoverage = val
treeCoverageLabel.SetText(fmt.Sprintf("Tree Coverage: %.0f%%", settings.TreeCoverage))
}
treeCoverageSlider.SetValue(settings.TreeCoverage)
treeClumpinessLabel := widget.NewLabel(fmt.Sprintf("Tree Clumpiness: %.0f%%", settings.TreeClumpiness))
treeClumpinessSlider := widget.NewSlider(0, 100)
treeClumpinessSlider.OnChanged = func(val float64) {
settings.TreeClumpiness = val
treeClumpinessLabel.SetText(fmt.Sprintf("Tree Clumpiness: %.0f%%", settings.TreeClumpiness))
}
treeClumpinessSlider.SetValue(settings.TreeClumpiness)
errorLabel := canvas.NewText("", color.RGBA{R: 255, A: 255})
errorLabel.TextSize = 12
errorLabel.Hide()
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), 100.0, settings.Seed)
canvasWithLakes, lakePixels := GenerateLakes(settings.Width, settings.Height, settings.Lakes, settings.LakeSizeLower, settings.LakeSizeUpper, noiseImg) 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) darkenedHeightmap := DarkenLakeAreas(noiseImg, lakePixels)
compositeImg := ApplyRoughness(darkenedHeightmap, settings.Roughness) compositeImg := ApplyRoughness(darkenedHeightmap, settings.Roughness)
heightmapImg.Image = compositeImg heightmapImg.Image = compositeImg
heightmapImg.Refresh() heightmapImg.Refresh()
canvasImg.Image = canvasWithLakes canvasImg.Image = finalImage
canvasImg.Refresh() canvasImg.Refresh()
}) })
widthEntry := widget.NewEntry()
widthEntry.SetText(strconv.Itoa(settings.Width))
widthEntry.OnChanged = func(s string) {
val, err := strconv.Atoi(s)
if err != nil {
errorLabel.Text = "Width must be a number"
errorLabel.Show()
generateBtn.Disable()
return
}
errorLabel.Hide()
generateBtn.Enable()
settings.Width = val
}
heightEntry := widget.NewEntry()
heightEntry.SetText(strconv.Itoa(settings.Height))
heightEntry.OnChanged = func(s string) {
val, err := strconv.Atoi(s)
if err != nil {
errorLabel.Text = "Height must be a number"
errorLabel.Show()
generateBtn.Disable()
return
}
errorLabel.Hide()
generateBtn.Enable()
settings.Height = val
}
seedEntry := widget.NewEntry()
seedEntry.SetText(strconv.FormatInt(settings.Seed, 10))
seedEntry.OnChanged = func(s string) {
val, err := strconv.ParseInt(s, 10, 64)
if err != nil {
errorLabel.Text = "Seed must be a number"
errorLabel.Show()
generateBtn.Disable()
return
}
errorLabel.Hide()
generateBtn.Enable()
settings.Seed = val
}
randomizeBtn := widget.NewButton("Randomize", func() {
settings.Seed = time.Now().UnixNano()
seedEntry.SetText(strconv.FormatInt(settings.Seed, 10))
})
terrainTab := container.NewTabItem("Terrain", container.NewVBox( terrainTab := container.NewTabItem("Terrain", container.NewVBox(
detailLabel, detailLabel,
detailSlider, detailSlider,
@@ -135,6 +275,14 @@ func main() {
lakeSizeLowerSlider, lakeSizeLowerSlider,
lakeSizeUpperLabel, lakeSizeUpperLabel,
lakeSizeUpperSlider, lakeSizeUpperSlider,
minTreeSizeLabel,
minTreeSizeSlider,
maxTreeSizeLabel,
maxTreeSizeSlider,
treeCoverageLabel,
treeCoverageSlider,
treeClumpinessLabel,
treeClumpinessSlider,
)) ))
imageTab := container.NewTabItem("Image", container.NewVBox( imageTab := container.NewTabItem("Image", container.NewVBox(
@@ -142,7 +290,11 @@ func main() {
widthEntry, widthEntry,
widget.NewLabel("Height:"), widget.NewLabel("Height:"),
heightEntry, heightEntry,
widget.NewLabel("Seed:"),
seedEntry,
randomizeBtn,
generateBtn, generateBtn,
errorLabel,
)) ))
tabs := container.NewAppTabs( tabs := container.NewAppTabs(
+20 -1
View File
@@ -4,6 +4,7 @@ import (
"encoding/json" "encoding/json"
"os" "os"
"path/filepath" "path/filepath"
"time"
) )
type Settings struct { type Settings struct {
@@ -14,6 +15,11 @@ type Settings struct {
Lakes int `json:"lakes"` Lakes int `json:"lakes"`
LakeSizeLower float64 `json:"lake_size_lower"` LakeSizeLower float64 `json:"lake_size_lower"`
LakeSizeUpper float64 `json:"lake_size_upper"` LakeSizeUpper float64 `json:"lake_size_upper"`
MinTreeSize float64 `json:"min_tree_size"`
MaxTreeSize float64 `json:"max_tree_size"`
TreeCoverage float64 `json:"tree_coverage"`
TreeClumpiness float64 `json:"tree_clumpiness"`
Seed int64 `json:"seed"`
} }
func (s *Settings) Save() error { func (s *Settings) Save() error {
@@ -48,7 +54,20 @@ 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, LakeSizeLower: 1, LakeSizeUpper: 5}, nil return &Settings{
Detail: 1,
Roughness: 0,
Width: 300,
Height: 300,
Lakes: 0,
LakeSizeLower: 1,
LakeSizeUpper: 5,
MinTreeSize: 5,
MaxTreeSize: 20,
TreeCoverage: 20,
TreeClumpiness: 50,
Seed: time.Now().UnixNano(),
}, nil
} }
return nil, err return nil, err
} }
+103 -3
View File
@@ -7,7 +7,6 @@ import (
"image/draw" "image/draw"
"math" "math"
"math/rand" "math/rand"
"time"
"github.com/aquilax/go-perlin" "github.com/aquilax/go-perlin"
) )
@@ -45,7 +44,7 @@ func (pq *priorityQueue) Pop() interface{} {
} }
// GenerateLakes creates a specific number of lakes by dividing the image into chunks and placing one lake per chunk. // GenerateLakes creates a specific number of lakes by dividing the image into chunks and placing one lake per chunk.
func GenerateLakes(width, height, numLakes int, lakeSizeLower, lakeSizeUpper float64, heightmap image.Image) (image.Image, []image.Point) { func GenerateLakes(width, height, numLakes int, lakeSizeLower, lakeSizeUpper float64, heightmap image.Image, seed int64) (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)
@@ -54,7 +53,7 @@ func GenerateLakes(width, height, numLakes int, lakeSizeLower, lakeSizeUpper flo
} }
var allLakePixels []image.Point var allLakePixels []image.Point
randSrc := rand.New(rand.NewSource(time.Now().UnixNano())) randSrc := rand.New(rand.NewSource(seed))
// 1. Divide the image into a grid // 1. Divide the image into a grid
gridDim := int(math.Ceil(math.Sqrt(float64(numLakes)))) gridDim := int(math.Ceil(math.Sqrt(float64(numLakes))))
@@ -202,3 +201,104 @@ func DarkenLakeAreas(heightmap image.Image, lakePixels []image.Point) image.Imag
return composite return composite
} }
func GenerateTrees(img *image.RGBA, lakePixels []image.Point, minTreeSize, maxTreeSize, treeCoverage, treeClumpiness float64, seed int64) {
width := img.Bounds().Dx()
height := img.Bounds().Dy()
// 1. Calculate number of trees to place from coverage %.
avgTreeSize := (minTreeSize + maxTreeSize) / 2
if avgTreeSize <= 0 {
return
}
avgRadius := avgTreeSize / 2
avgTreeArea := math.Pi * avgRadius * avgRadius
if avgTreeArea == 0 {
return
}
totalArea := float64(width * height)
targetTreePixels := totalArea * (treeCoverage / 100.0)
numTreesToPlace := int(targetTreePixels / avgTreeArea)
// 2. Generate a new noise map for tree placement.
treeNoise := perlin.NewPerlin(2, 2, 3, seed)
treeNoiseMap := image.NewGray(image.Rect(0, 0, width, height))
treeNoiseZoom := 0.05
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
val := treeNoise.Noise2D(float64(x)*treeNoiseZoom, float64(y)*treeNoiseZoom)
val = (val + 1) / 2 // Normalize to 0-1
treeNoiseMap.SetGray(x, y, color.Gray{Y: uint8(val * 255)})
}
}
threshold := uint8(255 * (treeClumpiness / 100.0))
isLake := make(map[image.Point]bool)
for _, p := range lakePixels {
isLake[p] = true
}
treeCenters := make(map[image.Point]float64)
randSrc := rand.New(rand.NewSource(seed))
isValidCenter := func(p image.Point, r float64) bool {
if p.X-int(r) < 0 || p.X+int(r) >= width || p.Y-int(r) < 0 || p.Y+int(r) >= height {
return false
}
if isLake[p] {
return false
}
for center, r2 := range treeCenters {
dist := math.Sqrt(math.Pow(float64(p.X-center.X), 2) + math.Pow(float64(p.Y-center.Y), 2))
if dist < (r2+r)*0.75 { // Allow overlap
return false
}
}
return true
}
// 3. Place trees in valid locations.
maxConsecutiveFails := 10000
consecutiveFails := 0
for len(treeCenters) < numTreesToPlace && consecutiveFails < maxConsecutiveFails {
p := image.Point{X: randSrc.Intn(width), Y: randSrc.Intn(height)}
// Check against noise map threshold
if treeNoiseMap.GrayAt(p.X, p.Y).Y < threshold {
consecutiveFails++
continue
}
size := minTreeSize + randSrc.Float64()*(maxTreeSize-minTreeSize)
if size <= 0 {
continue
}
radius := size / 2
if isValidCenter(p, radius) {
treeCenters[p] = radius
consecutiveFails = 0
} else {
consecutiveFails++
}
}
// 4. Draw the trees.
for p, r := range treeCenters {
// Use a simple pixel-by-pixel circle drawing method
for y := p.Y - int(r); y <= p.Y+int(r); y++ {
for x := p.X - int(r); x <= p.X+int(r); x++ {
pt := image.Point{X: x, Y: y}
if !pt.In(img.Bounds()) || isLake[pt] {
continue
}
if (math.Pow(float64(x-p.X), 2) + math.Pow(float64(y-p.Y), 2)) <= r*r {
// Blend the tree color with the background
// For simplicity, we just set a solid color for now.
img.Set(x, y, color.RGBA{R: 0, G: 100, B: 0, A: 255})
}
}
}
}
}