initial commit, with support for basic lake generation.
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+115
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package main
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import (
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"image"
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"image/color"
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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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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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var allLakePixels []image.Point
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if numLakes == 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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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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}
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}
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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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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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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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}
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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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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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draw.Draw(composite, bounds, heightmap, image.Point{}, draw.Src)
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for _, p := range lakePixels {
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c := composite.At(p.X, p.Y)
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r, g, b, a := c.RGBA()
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// Darken by 15%
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r = uint32(float64(r) * 0.85)
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g = uint32(float64(g) * 0.85)
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b = uint32(float64(b) * 0.85)
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composite.Set(p.X, p.Y, color.RGBA64{R: uint16(r), G: uint16(g), B: uint16(b), A: uint16(a)})
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}
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return composite
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}
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