lakes fixed
This commit is contained in:
+114
-62
@@ -1,6 +1,7 @@
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package main
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import (
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"container/heap"
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"image"
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"image/color"
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"image/draw"
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@@ -11,91 +12,142 @@ import (
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"github.com/aquilax/go-perlin"
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)
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// lakePixel represents a potential pixel to be added to a lake during growth
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type lakePixel struct {
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point image.Point
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score float64
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index int // required for heap.Interface
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}
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type priorityQueue []*lakePixel
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func (pq priorityQueue) Len() int { return len(pq) }
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func (pq priorityQueue) Less(i, j int) bool { return pq[i].score > pq[j].score } // Max-heap
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func (pq priorityQueue) Swap(i, j int) {
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pq[i], pq[j] = pq[j], pq[i]
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pq[i].index = i
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pq[j].index = j
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}
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func (pq *priorityQueue) Push(x interface{}) {
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n := len(*pq)
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item := x.(*lakePixel)
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item.index = n
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*pq = append(*pq, item)
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}
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func (pq *priorityQueue) Pop() interface{} {
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old := *pq
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n := len(old)
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item := old[n-1]
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old[n-1] = nil
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item.index = -1
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*pq = old[0 : n-1]
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return item
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}
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// GenerateLakes creates a specific number of lakes, each covering a specific percentage of the total image area.
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// It uses a priority-based growth algorithm to ensure each lake is a single continuous component with organic edges.
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func GenerateLakes(width, height, numLakes int, lakeSize float64) (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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// Global map to track which pixels are already water to prevent duplicate darkening
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isWater := make(map[image.Point]bool)
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var allLakePixels []image.Point
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if numLakes == 0 {
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if numLakes <= 0 || lakeSize <= 0 {
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return canvas, allLakePixels
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}
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p := perlin.NewPerlin(2, 2, 5, rand.New(rand.NewSource(time.Now().UnixNano())).Int63())
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blobSize := int(math.Sqrt(float64(width*height) * (lakeSize / 100.0)))
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totalArea := float64(width * height)
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targetPixelsPerLake := int(math.Round(totalArea * (lakeSize / 100.0)))
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if targetPixelsPerLake <= 0 {
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targetPixelsPerLake = 1
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}
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r := rand.New(rand.NewSource(time.Now().UnixNano()))
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// One octave for maximum smoothness (no fractal detail that creates islands)
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p := perlin.NewPerlin(2.0, 2.0, 1, r.Int63())
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for i := 0; i < numLakes; i++ {
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// Create a noise map for the lake
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noiseMap := image.NewGray(image.Rect(0, 0, blobSize*2, blobSize*2))
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for x := 0; x < blobSize*2; x++ {
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for y := 0; y < blobSize*2; y++ {
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noise := p.Noise2D(float64(x)/float64(blobSize), float64(y)/float64(blobSize))
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grayColor := uint8((noise + 1) * 127.5)
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noiseMap.SetGray(x, y, color.Gray{Y: grayColor})
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// Unique seed for this specific lake
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seedX := r.Float64() * 10000.0
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seedY := r.Float64() * 10000.0
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// Choose a random seed point
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startPt := image.Point{X: r.Intn(width), Y: r.Intn(height)}
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pq := &priorityQueue{}
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heap.Init(pq)
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// track pixels already considered for THIS lake
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visited := make(map[image.Point]bool)
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// Scale noise relative to expected lake size to maintain look
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radius := math.Sqrt(float64(targetPixelsPerLake) / math.Pi)
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// Much lower frequency to avoid islands and thin peninsulas
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noiseFreq := 0.01 + (0.2 / (radius + 1.0))
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// Helper to calculate score
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getScore := func(pt image.Point) float64 {
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dx, dy := pt.X-startPt.X, pt.Y-startPt.Y
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dist := math.Sqrt(float64(dx*dx + dy*dy))
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// Noise component
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noise := p.Noise2D(seedX+float64(dx)*noiseFreq, seedY+float64(dy)*noiseFreq)
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// Non-linear distance penalty: very low near center, increases rapidly at edge
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// This makes the center much more "solid"
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distPenalty := math.Pow(dist/radius, 2.0)
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return noise - distPenalty
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}
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// Push starting point
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heap.Push(pq, &lakePixel{point: startPt, score: getScore(startPt)})
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visited[startPt] = true
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lakeCount := 0
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for pq.Len() > 0 && lakeCount < targetPixelsPerLake {
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// Pop the highest scoring frontier pixel
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current := heap.Pop(pq).(*lakePixel)
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// Add to canvas and global list
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canvas.Set(current.point.X, current.point.Y, color.RGBA{R: 0, G: 0, B: 255, A: 255})
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if !isWater[current.point] {
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isWater[current.point] = true
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allLakePixels = append(allLakePixels, current.point)
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}
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}
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lakeCount++
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// Find the largest contiguous area in the noise map
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var largestLake []*image.Point
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visited := make([][]bool, blobSize*2)
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for i := range visited {
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visited[i] = make([]bool, blobSize*2)
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}
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// Add neighbors to frontier
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for dy := -1; dy <= 1; dy++ {
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for dx := -1; dx <= 1; dx++ {
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if dx == 0 && dy == 0 {
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continue
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}
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neighbor := image.Point{X: current.point.X + dx, Y: current.point.Y + dy}
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for x := 0; x < blobSize*2; x++ {
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for y := 0; y < blobSize*2; y++ {
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if !visited[x][y] {
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c := noiseMap.At(x, y)
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r, _, _, _ := c.RGBA()
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if r < 32768 {
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var currentLake []*image.Point
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q := []*image.Point{{X: x, Y: y}}
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visited[x][y] = true
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// Bounds check
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if neighbor.X < 0 || neighbor.X >= width || neighbor.Y < 0 || neighbor.Y >= height {
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continue
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}
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for len(q) > 0 {
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p := q[0]
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q = q[1:]
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currentLake = append(currentLake, p)
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for dx := -1; dx <= 1; dx++ {
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for dy := -1; dy <= 1; dy++ {
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if dx == 0 && dy == 0 {
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continue
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}
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nx, ny := p.X+dx, p.Y+dy
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if nx >= 0 && nx < blobSize*2 && ny >= 0 && ny < blobSize*2 && !visited[nx][ny] {
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c := noiseMap.At(nx, ny)
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r, _, _, _ := c.RGBA()
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if r < 32768 {
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visited[nx][ny] = true
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q = append(q, &image.Point{X: nx, Y: ny})
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}
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}
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}
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}
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}
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if len(currentLake) > len(largestLake) {
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largestLake = currentLake
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}
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if !visited[neighbor] {
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visited[neighbor] = true
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heap.Push(pq, &lakePixel{
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point: neighbor,
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score: getScore(neighbor),
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})
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}
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}
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}
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}
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// Draw the largest lake on the canvas
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lakeX := rand.Intn(width)
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lakeY := rand.Intn(height)
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for _, p := range largestLake {
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nx, ny := lakeX+p.X-blobSize, lakeY+p.Y-blobSize
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if nx >= 0 && nx < width && ny >= 0 && ny < height {
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canvas.Set(nx, ny, color.RGBA{R: 0, G: 0, B: 255, A: 255})
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allLakePixels = append(allLakePixels, image.Point{X: nx, Y: ny})
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}
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}
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}
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return canvas, allLakePixels
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}
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// DarkenLakeAreas applies a visual darkening effect to the heightmap where lakes exist.
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func DarkenLakeAreas(heightmap image.Image, lakePixels []image.Point) image.Image {
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bounds := heightmap.Bounds()
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composite := image.NewRGBA(bounds)
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