changed how masks are stored for massive performance improvment and way less ram usage

This commit is contained in:
Grimsace
2026-02-26 13:03:48 -06:00
parent 1dd9bf2c13
commit d01cb7a247
6 changed files with 277 additions and 210 deletions
+54 -80
View File
@@ -55,12 +55,14 @@ func main() {
// Initialize slices to store generated map features
var lakes [][]image.Point
var riverPixels []image.Point
var treePixels []image.Point
var buildingPixels []image.Point
var buildings [][]image.Point
var roadPixels []image.Point
var bridgePixels []image.Point
var waterMask *PixelMask
var riverMask *PixelMask
var treeMask *PixelMask
var buildingMask *PixelMask
var roadMask *PixelMask
var bridgeMask *PixelMask
var exitRoadMask *PixelMask
// Set up application configuration directory
configDir, err := os.UserConfigDir()
@@ -157,47 +159,31 @@ func main() {
// Step 3: Generating Rivers
var riverImage image.Image
riverImage, riverPixels = GenerateRivers(settings.Width, settings.Height, settings.Rivers, settings.MinRiverWidth, settings.MaxRiverWidth, settings.RiverCurvyness, lakeImage, lakes, seedProvider.Next(), noiseImg, settings.RiverWidthVariability, settings.RiverEdgeRoughness)
riverImage, riverMask = GenerateRivers(settings.Width, settings.Height, settings.Rivers, settings.MinRiverWidth, settings.MaxRiverWidth, settings.RiverCurvyness, lakeImage, lakes, seedProvider.Next(), noiseImg, settings.RiverWidthVariability, settings.RiverEdgeRoughness)
finalImage := riverImage.(*image.RGBA)
var roadImage *image.RGBA
var flatLakePixels []image.Point
for _, lake := range lakes {
flatLakePixels = append(flatLakePixels, lake...)
waterMask = BuildMaskFromLakes(settings.Width, settings.Height, lakes)
if riverMask != nil {
waterMask.Merge(riverMask)
}
allWaterPixels := append(flatLakePixels, riverPixels...)
// Step 4: Generating Roads
roadPixels, bridgePixels, roadImage = GenerateRoads(settings.Width, settings.Height, settings, noiseImg, allWaterPixels, seedProvider.Next())
for y := 0; y < roadImage.Bounds().Max.Y; y++ {
for x := 0; x < roadImage.Bounds().Max.X; x++ {
r, g, b, a := roadImage.At(x, y).RGBA()
if a > 0 {
finalImage.Set(x, y, color.RGBA{R: uint8(r >> 8), G: uint8(g >> 8), B: uint8(b >> 8), A: uint8(a >> 8)})
}
}
}
var roadAnchors []image.Point
roadMask, bridgeMask, exitRoadMask, roadAnchors = GenerateRoads(finalImage, settings.Width, settings.Height, settings, waterMask, seedProvider.Next())
// Step 5: Generating Buildings
buildings, buildingPixels = GenerateBuildings(finalImage, settings.Width, settings.Height, settings, roadPixels, allWaterPixels, seedProvider.Next())
buildings, buildingMask = GenerateBuildings(finalImage, settings.Width, settings.Height, settings, roadAnchors, waterMask, roadMask, exitRoadMask, seedProvider.Next())
// Step 6: Generating Trees
treePixels = GenerateTrees(finalImage, allWaterPixels, roadPixels, buildingPixels, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, seedProvider.Next())
treeMask = GenerateTrees(finalImage, waterMask, roadMask, buildingMask, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, seedProvider.Next())
// Step 7: Darkening Water Areas
darkenedHeightmap := DarkenLakeAreas(noiseImg, allWaterPixels)
darkenedHeightmap := DarkenLakeAreas(noiseImg, waterMask)
// Step 8: Flattening Building Areas
flattenedBuildingHeightmap := FlattenBuildingAreas(darkenedHeightmap.(*image.RGBA), buildings, settings.Width, settings.Height)
// Step 9: Flattening Road Areas
flattenedHeightmap := FlattenRoadAreas(flattenedBuildingHeightmap, roadPixels)
flattenedHeightmap := FlattenRoadAreas(flattenedBuildingHeightmap, roadMask)
// Step 10: Applying Roughness
compositeImg := ApplyRoughness(flattenedHeightmap, settings.Roughness)
@@ -519,7 +505,7 @@ func main() {
showSaveDialog(w, bumpmapImg.Image, settings)
})
exportMasksBtn := widget.NewButton("Export Masks", func() {
showMasksSaveDialog(w, canvasImg.Image, heightmapImg.Image, bumpmapImg.Image, settings, lakes, riverPixels, treePixels, roadPixels, bridgePixels, buildingPixels, buildings)
showMasksSaveDialog(w, canvasImg.Image, heightmapImg.Image, bumpmapImg.Image, settings, lakes, riverMask, treeMask, roadMask, bridgeMask, buildingMask)
})
// Main generation button and logic
generateBtn = widget.NewButton("Generate", func() {
@@ -560,15 +546,13 @@ func main() {
progressBar.SetValue(3.0 / 11.0)
})
var riverImage image.Image
riverImage, riverPixels = GenerateRivers(settings.Width, settings.Height, settings.Rivers, settings.MinRiverWidth, settings.MaxRiverWidth, settings.RiverCurvyness, lakeImage, lakes, seedProvider.Next(), noiseImg, settings.RiverWidthVariability, settings.RiverEdgeRoughness)
riverImage, riverMask = GenerateRivers(settings.Width, settings.Height, settings.Rivers, settings.MinRiverWidth, settings.MaxRiverWidth, settings.RiverCurvyness, lakeImage, lakes, seedProvider.Next(), noiseImg, settings.RiverWidthVariability, settings.RiverEdgeRoughness)
finalImage := riverImage.(*image.RGBA)
var flatLakePixels []image.Point
for _, lake := range lakes {
flatLakePixels = append(flatLakePixels, lake...)
waterMask = BuildMaskFromLakes(settings.Width, settings.Height, lakes)
if riverMask != nil {
waterMask.Merge(riverMask)
}
allWaterPixels := append(flatLakePixels, riverPixels...)
// Step 4: Generating Roads
@@ -576,16 +560,8 @@ func main() {
progressLabel.SetText("Step 4 of 11: Generating Roads")
progressBar.SetValue(4.0 / 11.0)
})
var roadImage *image.RGBA
roadPixels, bridgePixels, roadImage = GenerateRoads(settings.Width, settings.Height, settings, noiseImg, allWaterPixels, seedProvider.Next()) // Draw roadImage over finalImage
for y := 0; y < roadImage.Bounds().Max.Y; y++ {
for x := 0; x < roadImage.Bounds().Max.X; x++ {
r, g, b, a := roadImage.At(x, y).RGBA()
if a > 0 {
finalImage.Set(x, y, color.RGBA{R: uint8(r >> 8), G: uint8(g >> 8), B: uint8(b >> 8), A: uint8(a >> 8)})
}
}
}
var roadAnchors []image.Point
roadMask, bridgeMask, exitRoadMask, roadAnchors = GenerateRoads(finalImage, settings.Width, settings.Height, settings, waterMask, seedProvider.Next())
// Step 5: Generating Buildings
@@ -593,7 +569,7 @@ func main() {
progressLabel.SetText("Step 5 of 11: Generating Buildings")
progressBar.SetValue(5.0 / 11.0)
})
buildings, buildingPixels = GenerateBuildings(finalImage, settings.Width, settings.Height, settings, roadPixels, allWaterPixels, seedProvider.Next())
buildings, buildingMask = GenerateBuildings(finalImage, settings.Width, settings.Height, settings, roadAnchors, waterMask, roadMask, exitRoadMask, seedProvider.Next())
// Step 6: Darkening Water Areas
@@ -601,7 +577,7 @@ func main() {
progressLabel.SetText("Step 6 of 11: Darkening Water Areas")
progressBar.SetValue(6.0 / 11.0)
})
darkenedHeightmap := DarkenLakeAreas(noiseImg, allWaterPixels)
darkenedHeightmap := DarkenLakeAreas(noiseImg, waterMask)
// Step 7: Flattening Building Areas
@@ -615,7 +591,7 @@ func main() {
progressLabel.SetText("Step 8 of 11: Flattening Road Areas")
progressBar.SetValue(8.0 / 11.0)
})
flattenedHeightmap := FlattenRoadAreas(flattenedBuildingHeightmap, roadPixels)
flattenedHeightmap := FlattenRoadAreas(flattenedBuildingHeightmap, roadMask)
// Step 8: Applying Roughness
@@ -631,7 +607,7 @@ func main() {
progressLabel.SetText("Step 10 of 11: Generating Trees")
progressBar.SetValue(10.0 / 11.0)
})
treePixels = GenerateTrees(finalImage, allWaterPixels, roadPixels, buildingPixels, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, seedProvider.Next())
treeMask = GenerateTrees(finalImage, waterMask, roadMask, buildingMask, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, seedProvider.Next())
// Step 10: Generating Bump Map
@@ -1105,7 +1081,7 @@ func getImageData(img image.Image, format string) (*bytes.Buffer, error) {
}
// showMasksSaveDialog displays a dialog for saving the generated masks.
func showMasksSaveDialog(win fyne.Window, canvasImg, heightmapImg, bumpmapImg image.Image, settings *Settings, lakes [][]image.Point, riverPixels, treePixels, roadPixels, bridgePixels, buildingPixels []image.Point, buildings [][]image.Point) {
func showMasksSaveDialog(win fyne.Window, canvasImg, heightmapImg, bumpmapImg image.Image, settings *Settings, lakes [][]image.Point, riverMask, treeMask, roadMask, bridgeMask, buildingMask *PixelMask) {
// Create UI elements for the save dialog
fileNameEntry := widget.NewEntry()
fileNameEntry.SetPlaceHolder("masks_folder")
@@ -1152,6 +1128,21 @@ func showMasksSaveDialog(win fyne.Window, canvasImg, heightmapImg, bumpmapImg im
}
imgFormat := strings.ToLower(formatSelect.Selected)
bounds := canvasImg.Bounds()
maskToGray := func(mask *PixelMask) *image.Gray {
out := image.NewGray(bounds)
if mask == nil {
return out
}
for y := 0; y < mask.Height; y++ {
row := y * mask.Width
for x := 0; x < mask.Width; x++ {
if mask.Data[row+x] != 0 {
out.SetGray(x, y, color.Gray{Y: 255})
}
}
}
return out
}
// Create mask images from the generated data
lakeMask := image.NewGray(bounds)
@@ -1160,39 +1151,22 @@ func showMasksSaveDialog(win fyne.Window, canvasImg, heightmapImg, bumpmapImg im
lakeMask.SetGray(p.X, p.Y, color.Gray{Y: 255})
}
}
riverMask := image.NewGray(bounds)
for _, p := range riverPixels {
riverMask.SetGray(p.X, p.Y, color.Gray{Y: 255})
}
treeMask := image.NewGray(bounds)
for _, p := range treePixels {
treeMask.SetGray(p.X, p.Y, color.Gray{Y: 255})
}
roadMask := image.NewGray(bounds)
for _, p := range roadPixels {
roadMask.SetGray(p.X, p.Y, color.Gray{Y: 255})
}
bridgeMask := image.NewGray(bounds)
for _, p := range bridgePixels {
bridgeMask.SetGray(p.X, p.Y, color.Gray{Y: 255})
}
buildingMask := image.NewGray(bounds)
for _, building := range buildings {
for _, p := range building {
buildingMask.SetGray(p.X, p.Y, color.Gray{Y: 255})
}
}
riverMaskImg := maskToGray(riverMask)
treeMaskImg := maskToGray(treeMask)
roadMaskImg := maskToGray(roadMask)
bridgeMaskImg := maskToGray(bridgeMask)
buildingMaskImg := maskToGray(buildingMask)
imagesToSave := map[string]image.Image{
"canvas." + imgFormat: canvasImg,
"heightmap." + imgFormat: heightmapImg,
"bump_map." + imgFormat: bumpmapImg,
"lakes_mask." + imgFormat: lakeMask,
"rivers_mask." + imgFormat: riverMask,
"trees_mask." + imgFormat: treeMask,
"roads_mask." + imgFormat: roadMask,
"bridges_mask." + imgFormat: bridgeMask,
"buildings_mask." + imgFormat: buildingMask,
"rivers_mask." + imgFormat: riverMaskImg,
"trees_mask." + imgFormat: treeMaskImg,
"roads_mask." + imgFormat: roadMaskImg,
"bridges_mask." + imgFormat: bridgeMaskImg,
"buildings_mask." + imgFormat: buildingMaskImg,
}
// Save the images based on the selected packaging option
switch packageSelect.Selected {