changed river roughening

This commit is contained in:
Grimsace
2026-02-18 14:14:44 -06:00
parent 5b1355c555
commit a6d9946b50
2 changed files with 627 additions and 14 deletions
+609
View File
@@ -0,0 +1,609 @@
package main
import (
"image"
"image/color"
"math"
"math/rand"
"runtime"
"sync"
"github.com/ojrac/opensimplex-go"
)
// rivers.go
//
// New river roughening implementation that uses the heightmap to clip river edges,
// occasionally creates islands, and is designed to be efficient and multithreadable.
//
// This file exposes one main function intended to be called from the river generation
// pipeline in place of per-pixel painting: `RasterizeAndRoughenRiver`. It:
// - rasterizes the river centerline into a local mask (bounding box)
// - computes a fast distance field (chamfer approximation) from the centerline
// - evaluates a heightmap-aware stochastic rule to remove/add edge pixels to roughen
// - occasionally grows islands inside the river
// - writes final water pixels back to the provided canvas and updates the provided isWater map
//
// Usage (conceptual):
// addedPixels := RasterizeAndRoughenRiver(canvas, path, riverWidthPx, heightmap, isWater, seed)
//
// NOTE: Because the project already contained a `drawCircle` helper, this new pipeline
// is implemented as standalone routines in this file. To use it, replace the existing
// per-circle painting logic in `GenerateRivers` with a call to `RasterizeAndRoughenRiver`.
//
// The parameters below were chosen conservatively; tweak them to taste.
type riverParams struct {
EdgeBandRatio float64 // fraction of river radius used for roughening band (e.g. 0.6)
RoughnessStrength float64 // 0..1 how aggressive clipping is at the edge
IslandAttemptProb float64 // chance per-river to attempt islands
IslandSeedChance float64 // chance per-water-pixel to become an island seed candidate
MinIslandSize int // minimum island pixel count
MaxIslandSize int // maximum island pixel count
WaterLevelBias float64 // baseline water level in normalized height units [0..1]; small bias subtracted to favor water
NoiseFrequency float64 // frequency for simplex noise
KeepInnerFraction float64 // fraction of inner radius always kept as channel (0..1)
MaxWorkers int // concurrency limit (0 means runtime.NumCPU())
MinWidthPx float64 // minimum river width in pixels (for sin wave amplitude calculation)
MaxWidthPx float64 // maximum river width in pixels (for sin wave amplitude calculation)
}
// computeSinWaveEdgeOffset computes the radial offset for river edge roughening
// using dual sine waves. The larger wave has amplitude based on the difference
// between max and min river widths, and the smaller wave is a quarter of that amplitude.
// This creates realistic undulating river banks with both large and small-scale variations.
func computeSinWaveEdgeOffset(absX, absY int, largeAmplitude, smallAmplitude float64) float64 {
// Use position to create phase for the sine waves
// Position phase creates variation as we move through the image
positionPhase := float64(absX)*0.008 + float64(absY)*0.012
// Large wave: slower frequency for major width variations along the bank
largeWave := math.Sin(positionPhase) * largeAmplitude
// Small wave: faster frequency for subtle and natural bank details
smallWave := math.Sin(positionPhase*3.5) * smallAmplitude
// Return combined offset
return largeWave + smallWave
}
// RasterizeAndRoughenRiver rasterizes a river path, roughens edges using the heightmap and dual sin waves,
// optionally creates islands, paints the final water into `canvas`, and marks pixels in `isWater`.
// It returns a slice of image.Point containing all newly added water pixels for this river.
//
// Parameters:
// - canvas: destination image (will be modified)
// - path: ordered centerline points for the river
// - riverWidthPx: nominal width in pixels
// - heightmap: heightmap image used to guide roughening (expects 0..1 grayscale via RGBA() conversion)
// - isWater: map used to record already-water pixels (prevents painting over lakes/rivers). This map will be updated.
// - seed: random seed to make generation deterministic
// - minWidthPx: minimum river width in pixels (used for sin wave amplitude calculation)
// - maxWidthPx: maximum river width in pixels (used for sin wave amplitude calculation)
func RasterizeAndRoughenRiver(canvas *image.RGBA, path []image.Point, riverWidthPx float64, heightmap image.Image, isWater map[image.Point]bool, seed int64, minWidthPx, maxWidthPx float64) []image.Point {
if canvas == nil || len(path) == 0 || riverWidthPx <= 0 {
return nil
}
// Default parameters - tweak as needed
params := riverParams{
EdgeBandRatio: 0.6,
RoughnessStrength: 0.65,
IslandAttemptProb: 0.07,
IslandSeedChance: 0.0025,
MinIslandSize: 8,
MaxIslandSize: 800,
WaterLevelBias: 0.02,
NoiseFrequency: 0.02,
KeepInnerFraction: 0.85, // keep central 85% of radius
MaxWorkers: 0,
MinWidthPx: minWidthPx,
MaxWidthPx: maxWidthPx,
}
bounds := canvas.Bounds()
imgW, imgH := bounds.Dx(), bounds.Dy()
// Precompute normalized height grid for faster sampling.
heightGrid := precomputeHeightGrid(heightmap, imgW, imgH)
// Compute bounding box for path expanded by radius + edge band
radius := riverWidthPx / 2.0
edgeBand := radius * params.EdgeBandRatio
expand := int(math.Ceil(radius + edgeBand + 2))
minX, minY := imgW, imgH
maxX, maxY := 0, 0
for _, p := range path {
if p.X < minX {
minX = p.X
}
if p.Y < minY {
minY = p.Y
}
if p.X > maxX {
maxX = p.X
}
if p.Y > maxY {
maxY = p.Y
}
}
minX -= expand
minY -= expand
maxX += expand
maxY += expand
if minX < 0 {
minX = 0
}
if minY < 0 {
minY = 0
}
if maxX >= imgW {
maxX = imgW - 1
}
if maxY >= imgH {
maxY = imgH - 1
}
bw := maxX - minX + 1
bh := maxY - minY + 1
if bw <= 0 || bh <= 0 {
return nil
}
// Create base raster mask inside bounding box.
// baseMask[i] == 1 means inside nominal river radius (before roughening).
baseMask := make([]uint8, bw*bh)
// Rasterize simple circular stamping for each center point into baseMask
radiusSq := radius * radius
for _, c := range path {
cx := c.X - minX
cy := c.Y - minY
if cx < -int(radius) || cx > bw+int(radius) || cy < -int(radius) || cy > bh+int(radius) {
continue
}
minRx := int(math.Max(0, float64(cx)-radius))
maxRx := int(math.Min(float64(bw-1), float64(cx)+radius))
minRy := int(math.Max(0, float64(cy)-radius))
maxRy := int(math.Min(float64(bh-1), float64(cy)+radius))
for yy := minRy; yy <= maxRy; yy++ {
for xx := minRx; xx <= maxRx; xx++ {
dx := float64(xx - cx)
dy := float64(yy - cy)
if dx*dx+dy*dy <= radiusSq {
baseMask[yy*bw+xx] = 1
}
}
}
}
// Compute distance field (approximate Euclidean) from centerline (distance 0 at pixels inside baseMask)
dist := chamferDistanceField(baseMask, bw, bh)
// Prepare noise generator
noise := opensimplex.New(seed)
noiseFreq := params.NoiseFrequency
// Determine inner keep radius (always keep central channel)
innerKeepRadius := radius * params.KeepInnerFraction
// Prepare final mask
finalMask := make([]uint8, bw*bh)
// Concurrency setup
workers := params.MaxWorkers
if workers <= 0 {
workers = runtime.NumCPU()
}
var wg sync.WaitGroup
rowsPerWorker := (bh + workers - 1) / workers
randBase := rand.New(rand.NewSource(seed))
// Precompute some weights for the decision formula
heightWeight := 2.0 * params.RoughnessStrength
distWeight := params.RoughnessStrength
noiseWeight := 0.5 * params.RoughnessStrength
// Compute sin wave amplitudes for realistic edge roughening
// Large amplitude is the difference between max and min river widths
// Small amplitude is a quarter of the large amplitude for subtle bank details
largeAmplitude := params.MaxWidthPx - params.MinWidthPx
smallAmplitude := largeAmplitude / 4.0
// Evaluate per-pixel decision in parallel
for wi := 0; wi < workers; wi++ {
startY := wi * rowsPerWorker
endY := startY + rowsPerWorker
if endY > bh {
endY = bh
}
if startY >= endY {
continue
}
wg.Add(1)
go func(startY, endY, workerID int) {
defer wg.Done()
localRand := rand.New(rand.NewSource(randBase.Int63() + int64(workerID)*7919))
for y := startY; y < endY; y++ {
for x := 0; x < bw; x++ {
idx := y*bw + x
// If already inside base mask, candidate for water
if baseMask[idx] == 1 {
// If within inner keep radius: keep always
d := dist[idx]
// dist is approximate pixels; we compare to innerKeepRadius
absX := x + minX
absY := y + minY
if d <= float32(innerKeepRadius) {
finalMask[idx] = 1
continue
}
// Apply sin wave offset for realistic edge roughening
sinWaveOffset := computeSinWaveEdgeOffset(absX, absY, largeAmplitude, smallAmplitude)
effectiveInnerRadius := innerKeepRadius + sinWaveOffset
// Compute influences
// normalizedDist: 0 at effectiveInnerRadius, 1 at effectiveInnerRadius + edgeBand
normDist := float64((float32(d) - float32(effectiveInnerRadius)) / float32(edgeBand))
if normDist < 0 {
normDist = 0
}
if normDist > 1 {
normDist = 1
}
heightVal := sampleHeightGrid(heightGrid, imgW, imgH, absX, absY) // 0..1
// Apply bias so slightly lower areas favor water
heightAdj := float64(heightVal) - params.WaterLevelBias
noiseVal := noise.Eval2(float64(absX)*noiseFreq, float64(absY)*noiseFreq) // -1 .. 1
noiseNorm := (noiseVal + 1.0) / 2.0 // 0..1
score := distWeight*normDist + heightWeight*heightAdj + noiseWeight*(noiseNorm-0.5)
// Decision threshold: higher score means more likely land.
threshold := 0.35 + 0.5*params.RoughnessStrength
// Small stochastic factor to add natural variance
if localRand.Float64() < 0.0005 {
score += (localRand.Float64() - 0.5) * 0.2
}
if score < threshold {
finalMask[idx] = 1
} else {
finalMask[idx] = 0
}
}
}
}
}(startY, endY, wi)
}
wg.Wait()
// Optionally attempt islands with small probability
randForIsland := rand.New(rand.NewSource(seed + 1234567))
tryIslands := randForIsland.Float64() < params.IslandAttemptProb
if tryIslands {
generateIslandsInMask(finalMask, bw, bh, minX, minY, heightGrid, imgW, imgH, &params, seed+4242)
}
// Paint finalMask to canvas and collect pixels (only those not already water)
var added []image.Point
for y := 0; y < bh; y++ {
absY := y + minY
for x := 0; x < bw; x++ {
absX := x + minX
pt := image.Point{X: absX, Y: absY}
if !pt.In(bounds) {
continue
}
idx := y*bw + x
if finalMask[idx] == 1 && !isWater[pt] {
canvas.Set(absX, absY, color.RGBA{R: 0, G: 0, B: 255, A: 255})
isWater[pt] = true
added = append(added, pt)
}
}
}
// Small cleanup: remove tiny isolated water pixels (optional - lightweight)
removeSpeckles(&finalMask, bw, bh, 2)
return added
}
// precomputeHeightGrid converts the heightmap to a float32 grid [0..1] sized width*height.
func precomputeHeightGrid(hmap image.Image, width, height int) []float32 {
out := make([]float32, width*height)
if hmap == nil {
// default flat
for i := range out {
out[i] = 0.5
}
return out
}
b := hmap.Bounds()
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
absX := x + b.Min.X
absY := y + b.Min.Y
r, _, _, _ := hmap.At(absX, absY).RGBA()
val := float32(r) / 65535.0
out[y*width+x] = val
}
}
return out
}
// sampleHeightGrid safe accessor
func sampleHeightGrid(grid []float32, width, height, x, y int) float32 {
if x < 0 || x >= width || y < 0 || y >= height {
return 0.5
}
return grid[y*width+x]
}
// chamferDistanceField computes a fast approximate distance (in pixels) from any pixel to the nearest
// baseMask==1 pixel. Distance is zero for pixels inside baseMask.
// This is a two-pass chamfer approximation (float), cheap and parallel friendly.
func chamferDistanceField(baseMask []uint8, w, h int) []float32 {
const maxF = 1e6
dist := make([]float32, w*h)
// Initialize
for i := 0; i < w*h; i++ {
if baseMask[i] == 1 {
dist[i] = 0
} else {
dist[i] = maxF
}
}
// Forward pass
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
i := y*w + x
if dist[i] == 0 {
continue
}
// check left
if x > 0 {
v := dist[i-1] + 1.0
if v < dist[i] {
dist[i] = v
}
}
// check top
if y > 0 {
v := dist[i-w] + 1.0
if v < dist[i] {
dist[i] = v
}
}
// check top-left
if x > 0 && y > 0 {
v := dist[i-w-1] + 1.41421356
if v < dist[i] {
dist[i] = v
}
}
// check top-right
if x < w-1 && y > 0 {
v := dist[i-w+1] + 1.41421356
if v < dist[i] {
dist[i] = v
}
}
}
}
// Backward pass
for y := h - 1; y >= 0; y-- {
for x := w - 1; x >= 0; x-- {
i := y*w + x
// check right
if x < w-1 {
v := dist[i+1] + 1.0
if v < dist[i] {
dist[i] = v
}
}
// check bottom
if y < h-1 {
v := dist[i+w] + 1.0
if v < dist[i] {
dist[i] = v
}
}
// check bottom-right
if x < w-1 && y < h-1 {
v := dist[i+w+1] + 1.41421356
if v < dist[i] {
dist[i] = v
}
}
// check bottom-left
if x > 0 && y < h-1 {
v := dist[i+w-1] + 1.41421356
if v < dist[i] {
dist[i] = v
}
}
}
}
return dist
}
// generateIslandsInMask will attempt to create small islands inside contiguous water areas.
// It modifies the mask in place (1=water, 0=land). The algorithm:
// - choose candidate water pixels with slightly higher-than-water height
// - use a small BFS flood constrained by height to form island patches
// - reject patches that touch the bounding box edge (we want enclosed islands)
// - enforce size limits
func generateIslandsInMask(mask []uint8, bw, bh, minX, minY int, heightGrid []float32, fullW, fullH int, params *riverParams, seed int64) {
r := rand.New(rand.NewSource(seed))
// Collect candidates
type pt struct{ x, y int }
candidates := make([]pt, 0)
for y := 0; y < bh; y++ {
for x := 0; x < bw; x++ {
idx := y*bw + x
if mask[idx] != 1 {
continue
}
absX := x + minX
absY := y + minY
hv := sampleHeightGrid(heightGrid, fullW, fullH, absX, absY)
// candidate if slightly higher than local water bias
if float64(hv) > params.WaterLevelBias+0.03 {
if r.Float64() < params.IslandSeedChance {
candidates = append(candidates, pt{x, y})
}
}
}
}
if len(candidates) == 0 {
return
}
// Shuffle candidates to randomize island placement
r.Shuffle(len(candidates), func(i, j int) { candidates[i], candidates[j] = candidates[j], candidates[i] })
visited := make([]uint8, bw*bh)
for _, c := range candidates {
ci := c.y*bw + c.x
if visited[ci] != 0 {
continue
}
// BFS grow island
maxSize := params.MaxIslandSize
minSize := params.MinIslandSize
// randomize size a bit
targetSize := minSize + r.Intn(maxSize-minSize+1)
queue := []pt{{c.x, c.y}}
visited[ci] = 1
island := make([]pt, 0, targetSize)
touchesEdge := false
for qi := 0; qi < len(queue) && len(island) < targetSize; qi++ {
p := queue[qi]
absX := p.x + minX
absY := p.y + minY
// Height constraint: island must be above a modest threshold
hv := sampleHeightGrid(heightGrid, fullW, fullH, absX, absY)
if float64(hv) < params.WaterLevelBias+0.01 {
continue
}
island = append(island, p)
// Expand
for dy := -1; dy <= 1; dy++ {
for dx := -1; dx <= 1; dx++ {
nx, ny := p.x+dx, p.y+dy
if nx < 0 || nx >= bw || ny < 0 || ny >= bh {
touchesEdge = true
continue
}
nidx := ny*bw + nx
if visited[nidx] != 0 {
continue
}
// Only grow into water pixels
if mask[nidx] != 1 {
continue
}
visited[nidx] = 1
queue = append(queue, pt{nx, ny})
}
}
}
// If island touches bbox edge, reject it (we want enclosed islands)
if touchesEdge {
continue
}
// size check
if len(island) < minSize {
continue
}
// Carve the island: set mask pixels to 0 (land)
for _, p := range island {
mask[p.y*bw+p.x] = 0
}
// Optionally stop after creating a few islands to keep them rare
if r.Float64() < 0.7 {
// keep creating more sometimes, break otherwise
if r.Intn(3) == 0 {
break
}
}
}
}
// removeSpeckles removes tiny isolated water components (erodes islands smaller than threshold).
// This is a simple pass that clears pixels that have fewer than minNeighbors water neighbors.
func removeSpeckles(mask *[]uint8, bw, bh, minNeighbors int) {
arr := *mask
out := make([]uint8, len(arr))
copy(out, arr)
for y := 0; y < bh; y++ {
for x := 0; x < bw; x++ {
idx := y*bw + x
if arr[idx] == 0 {
continue
}
count := 0
for dy := -1; dy <= 1; dy++ {
for dx := -1; dx <= 1; dx++ {
if dx == 0 && dy == 0 {
continue
}
nx := x + dx
ny := y + dy
if nx < 0 || nx >= bw || ny < 0 || ny >= bh {
continue
}
if arr[ny*bw+nx] == 1 {
count++
}
}
}
if count < minNeighbors {
out[idx] = 0
}
}
}
copy(arr, out)
*mask = arr
}
// (Optional) utility used for debug or visualization - not used directly in pipeline.
func maskToPoints(mask []uint8, bw, bh, minX, minY int) []image.Point {
var pts []image.Point
for y := 0; y < bh; y++ {
for x := 0; x < bw; x++ {
if mask[y*bw+x] == 1 {
pts = append(pts, image.Point{X: x + minX, Y: y + minY})
}
}
}
return pts
}
// small clamp helpers
func clamp01(v float64) float64 {
if v < 0 {
return 0
}
if v > 1 {
return 1
}
return v
}