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
+49 -59
View File
@@ -31,8 +31,6 @@ type Road struct {
Importance int
}
var lastExitRoadPixels []image.Point
const (
minRoadWidthPercent = 0.1
maxRoadWidthPercent = 5.0
@@ -81,54 +79,50 @@ func getRoadWidthRangePixels(settings *Settings, width, height int) (float64, fl
return minPx, maxPx
}
func getExitRoadPixels() []image.Point {
out := make([]image.Point, len(lastExitRoadPixels))
copy(out, lastExitRoadPixels)
return out
}
// GenerateRoads creates roads on the map.
func GenerateRoads(width, height int, settings *Settings, _ image.Image, allWaterPixels []image.Point, seed int64) ([]image.Point, []image.Point, *image.RGBA) {
img := image.NewRGBA(image.Rect(0, 0, width, height))
func GenerateRoads(
img *image.RGBA,
width,
height int,
settings *Settings,
waterMask *PixelMask,
seed int64,
) (*PixelMask, *PixelMask, *PixelMask, []image.Point) {
if img == nil {
img = image.NewRGBA(image.Rect(0, 0, width, height))
}
randSrc := rand.New(rand.NewSource(seed))
roadColor := color.RGBA{R: 139, G: 69, B: 19, A: 255}
bridgeColor := color.RGBA{R: 60, G: 42, B: 33, A: 255}
waterMap := make(map[image.Point]bool, len(allWaterPixels))
for _, p := range allWaterPixels {
waterMap[p] = true
}
roadTarget := estimateRoadTarget(settings, randSrc)
pois := generatePOIs(width, height, settings, waterMap, randSrc, roadTarget)
pois := generatePOIs(width, height, settings, waterMask, randSrc, roadTarget)
if len(pois) < 2 {
return nil, nil, img
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil
}
roads := connectPOIs(pois, width, height, settings, randSrc, waterMap, roadTarget)
roads = appendExitRoads(roads, pois, width, height, settings, randSrc, waterMap)
roads := connectPOIs(pois, width, height, settings, randSrc, waterMask, roadTarget)
roads = appendExitRoads(roads, pois, width, height, settings, randSrc, waterMask)
if len(roads) == 0 {
return nil, nil, img
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil
}
assignRoadWidths(roads, settings, randSrc, width, height)
allRoadPixels := make([]image.Point, 0, len(roads)*64)
allBridgePixels := make([]image.Point, 0, len(roads)*16)
exitRoadPixels := make([]image.Point, 0, len(roads)*16)
roadMask := NewPixelMask(width, height)
bridgeMask := NewPixelMask(width, height)
exitRoadMask := NewPixelMask(width, height)
for _, road := range roads {
roadPixels, bridgePixels := drawRoad(img, road.Points, roadColor, bridgeColor, road.Width)
allRoadPixels = append(allRoadPixels, roadPixels...)
allBridgePixels = append(allBridgePixels, bridgePixels...)
drawRoadToMasks(img, road.Points, roadColor, bridgeColor, road.Width, roadMask, bridgeMask)
if road.Start.IsExit || road.End.IsExit {
exitRoadPixels = append(exitRoadPixels, roadPixels...)
exitRoadPixels = append(exitRoadPixels, bridgePixels...)
drawRoadToMasks(img, road.Points, roadColor, bridgeColor, road.Width, exitRoadMask, exitRoadMask)
}
}
lastExitRoadPixels = exitRoadPixels
return allRoadPixels, allBridgePixels, img
roadAnchors := roadMask.ToPoints()
return roadMask, bridgeMask, exitRoadMask, roadAnchors
}
func generatePOIs(width, height int, settings *Settings, waterMap map[image.Point]bool, randSrc *rand.Rand, roadTarget int) []*PointOfInterest {
func generatePOIs(width, height int, settings *Settings, waterMask *PixelMask, randSrc *rand.Rand, roadTarget int) []*PointOfInterest {
distribution := clamp01(settings.RoadDistribution / 100.0)
minBuildingSizePx, maxBuildingSizePx := getBuildingSizeRangePixels(settings, width, height)
avgBuildingSize := (minBuildingSizePx + maxBuildingSizePx) / 2.0
@@ -160,7 +154,7 @@ func generatePOIs(width, height int, settings *Settings, waterMap map[image.Poin
}
p := image.Point{X: x, Y: y}
// Keep larger spacing between intersections so buildings have room.
if waterMap[p] || isTooCloseToExisting(pois, x, y, avgBuildingSize*1.1) {
if waterMask.GetPoint(p) || isTooCloseToExisting(pois, x, y, avgBuildingSize*1.1) {
continue
}
pois = append(pois, &PointOfInterest{X: x, Y: y, TargetDegree: sampleTargetDegree(randSrc)})
@@ -254,7 +248,7 @@ func sampleTargetDegree(randSrc *rand.Rand) int {
}
}
func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings, randSrc *rand.Rand, waterMap map[image.Point]bool, roadTarget int) []*Road {
func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings, randSrc *rand.Rand, waterMask *PixelMask, roadTarget int) []*Road {
minAngle := settings.MinRoadAngle * math.Pi / 180.0
if minAngle < 0 {
minAngle = 0
@@ -399,7 +393,7 @@ func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings,
for _, e := range selectedEdges {
a := pois[e.a]
b := pois[e.b]
path := calculateRoadPath(a, b, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMap)
path := calculateRoadPath(a, b, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask)
imp := a.Connections + b.Connections + int(math.Round((a.ArterialWeight+b.ArterialWeight)*4))
roads = append(roads, &Road{Start: a, End: b, Points: path, Importance: imp})
}
@@ -407,7 +401,7 @@ func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings,
return roads
}
func appendExitRoads(roads []*Road, pois []*PointOfInterest, width, height int, settings *Settings, randSrc *rand.Rand, waterMap map[image.Point]bool) []*Road {
func appendExitRoads(roads []*Road, pois []*PointOfInterest, width, height int, settings *Settings, randSrc *rand.Rand, waterMask *PixelMask) []*Road {
if settings.RoadExits <= 0 || len(pois) == 0 {
return roads
}
@@ -417,7 +411,7 @@ func appendExitRoads(roads []*Road, pois []*PointOfInterest, width, height int,
usedEdgePoints := make([]image.Point, 0, settings.RoadExits)
for i := 0; i < settings.RoadExits; i++ {
edgeNode, ok := sampleNonWaterEdgePOI(width, height, randSrc, waterMap, usedEdgePoints)
edgeNode, ok := sampleNonWaterEdgePOI(width, height, randSrc, waterMask, usedEdgePoints)
if !ok {
continue
}
@@ -432,7 +426,7 @@ func appendExitRoads(roads []*Road, pois []*PointOfInterest, width, height int,
edgeNode.TargetDegree = 1
edgeNode.Connections = 1
path := calculateRoadPath(anchor, edgeNode, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMap)
path := calculateRoadPath(anchor, edgeNode, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask)
importance := anchor.Connections + edgeNode.Connections + int(math.Round(anchor.ArterialWeight*3))
roads = append(roads, &Road{
Start: anchor,
@@ -448,14 +442,14 @@ func appendExitRoads(roads []*Road, pois []*PointOfInterest, width, height int,
return roads
}
func sampleNonWaterEdgePOI(width, height int, randSrc *rand.Rand, waterMap map[image.Point]bool, used []image.Point) (*PointOfInterest, bool) {
func sampleNonWaterEdgePOI(width, height int, randSrc *rand.Rand, waterMask *PixelMask, used []image.Point) (*PointOfInterest, bool) {
minSpacing := math.Min(float64(width), float64(height)) * 0.08
minSpacing2 := minSpacing * minSpacing
for tries := 0; tries < 120; tries++ {
p := sampleEdgePOI(width, height, randSrc)
pt := image.Point{X: p.X, Y: p.Y}
if waterMap[pt] {
if waterMask.GetPoint(pt) {
continue
}
tooClose := false
@@ -614,10 +608,8 @@ func assignRoadWidths(roads []*Road, settings *Settings, randSrc *rand.Rand, wid
}
}
// drawRoad draws a single road on the image including bridges.
func drawRoad(img *image.RGBA, points []PathPoint, roadColor, bridgeColor color.Color, width int) ([]image.Point, []image.Point) {
var roadPixels []image.Point
var bridgePixels []image.Point
// drawRoadToMasks draws a single road on the image including bridges.
func drawRoadToMasks(img *image.RGBA, points []PathPoint, roadColor, bridgeColor color.Color, width int, roadMask, bridgeMask *PixelMask) {
bridgeWidth := int(math.Ceil(float64(width) * 1.15))
if bridgeWidth < 1 {
bridgeWidth = 1
@@ -628,8 +620,7 @@ func drawRoad(img *image.RGBA, points []PathPoint, roadColor, bridgeColor color.
p2 := points[i+1]
isBridge := p1.IsBridge && p2.IsBridge
if !isBridge {
linePoints := drawLine(img, p1.Point.X, p1.Point.Y, p2.Point.X, p2.Point.Y, roadColor, width)
roadPixels = append(roadPixels, linePoints...)
drawLineMasked(img, p1.Point.X, p1.Point.Y, p2.Point.X, p2.Point.Y, roadColor, width, roadMask)
i++
continue
}
@@ -640,17 +631,16 @@ func drawRoad(img *image.RGBA, points []PathPoint, roadColor, bridgeColor color.
for end < len(points)-1 && points[end].IsBridge && points[end+1].IsBridge {
end++
}
linePoints := drawLine(
drawLineMasked(
img,
points[start].Point.X, points[start].Point.Y,
points[end].Point.X, points[end].Point.Y,
bridgeColor,
bridgeWidth,
bridgeMask,
)
bridgePixels = append(bridgePixels, linePoints...)
i = end
}
return roadPixels, bridgePixels
}
func bresenhamRoad(path []image.Point) []image.Point {
@@ -693,27 +683,27 @@ func bresenhamRoad(path []image.Point) []image.Point {
}
// calculateRoadPath computes the path for a road including curves and bridges.
func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, randSrc *rand.Rand, waterMap map[image.Point]bool) []PathPoint {
func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, randSrc *rand.Rand, waterMask *PixelMask) []PathPoint {
dx := end.X - start.X
dy := end.Y - start.Y
dist := math.Hypot(float64(dx), float64(dy))
if dist == 0 {
p := image.Point{X: start.X, Y: start.Y}
return []PathPoint{{Point: p, IsBridge: waterMap[p]}}
return []PathPoint{{Point: p, IsBridge: waterMask.GetPoint(p)}}
}
curve := clamp(curvyness, 0, 1)
if curve <= 0 {
points := bresenhamRoad([]image.Point{{X: start.X, Y: start.Y}, {X: end.X, Y: end.Y}})
return toPathPoints(points, waterMap)
return toPathPoints(points, waterMask)
}
// Non-linear scaling: low values stay fairly straight, high values become very winding.
strength := math.Pow(curve, 1.35)
if strength < 0.001 {
points := bresenhamRoad([]image.Point{{X: start.X, Y: start.Y}, {X: end.X, Y: end.Y}})
return toPathPoints(points, waterMap)
return toPathPoints(points, waterMask)
}
baseControls := int(math.Max(12, dist/(22.0-14.0*strength)))
@@ -774,20 +764,19 @@ func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, r
}
points := bresenhamRoad(controlPoints)
return toPathPoints(points, waterMap)
return toPathPoints(points, waterMask)
}
func toPathPoints(points []image.Point, waterMap map[image.Point]bool) []PathPoint {
func toPathPoints(points []image.Point, waterMask *PixelMask) []PathPoint {
pathPoints := make([]PathPoint, len(points))
for i, p := range points {
pathPoints[i] = PathPoint{Point: p, IsBridge: waterMap[p]}
pathPoints[i] = PathPoint{Point: p, IsBridge: waterMask.GetPoint(p)}
}
return pathPoints
}
// drawLine draws a line with specified width on the image.
func drawLine(img *image.RGBA, x0, y0, x1, y1 int, col color.Color, width int) []image.Point {
var points []image.Point
// drawLineMasked draws a line with specified width on the image and mask.
func drawLineMasked(img *image.RGBA, x0, y0, x1, y1 int, col color.Color, width int, mask *PixelMask) {
dx := abs(x1 - x0)
dy := -abs(y1 - y0)
sx := -1
@@ -807,7 +796,9 @@ func drawLine(img *image.RGBA, x0, y0, x1, y1 int, col color.Color, width int) [
py := y0 + j
if img.Bounds().Min.X <= px && px < img.Bounds().Max.X && img.Bounds().Min.Y <= py && py < img.Bounds().Max.Y {
img.Set(px, py, col)
points = append(points, image.Point{X: px, Y: py})
if mask != nil {
mask.SetXY(px, py)
}
}
}
}
@@ -825,7 +816,6 @@ func drawLine(img *image.RGBA, x0, y0, x1, y1 int, col color.Color, width int) [
y0 += sy
}
}
return points
}
func clamp(v, lo, hi float64) float64 {