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
+40 -29
View File
@@ -81,15 +81,22 @@ func ApplyRoughness(heightmap image.Image, roughness float64) image.Image {
return composite
}
// DarkenLakeAreas darkens the heightmap where lakes exist
func DarkenLakeAreas(heightmap image.Image, lakePixels []image.Point) image.Image {
// DarkenLakeAreas darkens the heightmap where water exists.
func DarkenLakeAreas(heightmap image.Image, waterMask *PixelMask) image.Image {
bounds := heightmap.Bounds()
width := bounds.Dx()
lakeMask := image.NewRGBA(bounds)
black := color.RGBA{0, 0, 0, 255}
for _, p := range lakePixels {
lakeMask.Set(p.X, p.Y, black)
if waterMask != nil {
for y := 0; y < waterMask.Height; y++ {
row := y * waterMask.Width
for x := 0; x < waterMask.Width; x++ {
if waterMask.Data[row+x] != 0 {
lakeMask.Set(x, y, black)
}
}
}
}
blurRadius := float64(width) * 0.05
@@ -102,18 +109,25 @@ func DarkenLakeAreas(heightmap image.Image, lakePixels []image.Point) image.Imag
return composite
}
// FlattenRoadAreas smooths terrain under roads
func FlattenRoadAreas(heightmap image.Image, roadPixels []image.Point) image.Image {
// FlattenRoadAreas smooths terrain under roads.
func FlattenRoadAreas(heightmap image.Image, roadMask *PixelMask) image.Image {
bounds := heightmap.Bounds()
width := bounds.Dx()
roadMask := image.NewGray(bounds)
for _, p := range roadPixels {
roadMask.SetGray(p.X, p.Y, color.Gray{Y: 255})
roadGrayMask := image.NewGray(bounds)
if roadMask != nil {
for y := 0; y < roadMask.Height; y++ {
row := y * roadMask.Width
for x := 0; x < roadMask.Width; x++ {
if roadMask.Data[row+x] != 0 {
roadGrayMask.SetGray(x, y, color.Gray{Y: 255})
}
}
}
}
blurRadius := float64(width) * 0.01
blurredRoadMask := imaging.Blur(roadMask, blurRadius)
blurredRoadMask := imaging.Blur(roadGrayMask, blurRadius)
blurredHeightmap := imaging.Blur(heightmap, blurRadius)
@@ -146,8 +160,8 @@ func FlattenRoadAreas(heightmap image.Image, roadPixels []image.Point) image.Ima
return composite
}
// GenerateTrees places trees on the map based on coverage and noise
func GenerateTrees(img *image.RGBA, lakePixels, roadPixels, buildingPixels []image.Point, minTreeSize, maxTreeSize, treeCoverage, treeClumpiness float64, seed int64) []image.Point {
// GenerateTrees places trees on the map based on coverage and noise.
func GenerateTrees(img *image.RGBA, waterMask, roadMask, buildingMask *PixelMask, minTreeSize, maxTreeSize, treeCoverage, treeClumpiness float64, seed int64) *PixelMask {
width := img.Bounds().Dx()
height := img.Bounds().Dy()
@@ -179,19 +193,14 @@ func GenerateTrees(img *image.RGBA, lakePixels, roadPixels, buildingPixels []ima
}
threshold := uint8(255 * (1 - (treeCoverage / 100.0)))
isLake := make(map[image.Point]bool)
for _, p := range lakePixels {
isLake[p] = true
if waterMask == nil {
waterMask = NewPixelMask(width, height)
}
isRoad := make(map[image.Point]bool)
for _, p := range roadPixels {
isRoad[p] = true
if roadMask == nil {
roadMask = NewPixelMask(width, height)
}
isBuilding := make(map[image.Point]bool)
for _, p := range buildingPixels {
isBuilding[p] = true
if buildingMask == nil {
buildingMask = NewPixelMask(width, height)
}
randSrc := rand.New(rand.NewSource(seed))
@@ -202,7 +211,7 @@ func GenerateTrees(img *image.RGBA, lakePixels, roadPixels, buildingPixels []ima
for range numClumpTrees {
for range 100 {
p := image.Point{X: randSrc.Intn(width), Y: randSrc.Intn(height)}
if treeNoiseMap.GrayAt(p.X, p.Y).Y >= threshold && !isLake[p] && !isRoad[p] && !isBuilding[p] {
if treeNoiseMap.GrayAt(p.X, p.Y).Y >= threshold && !waterMask.GetPoint(p) && !roadMask.GetPoint(p) && !buildingMask.GetPoint(p) {
initialPoints = append(initialPoints, p)
break
}
@@ -211,10 +220,9 @@ func GenerateTrees(img *image.RGBA, lakePixels, roadPixels, buildingPixels []ima
minRadius := minTreeSize
allPoints := poissonDiscSampling(width, height, minRadius, 30, initialPoints, func(p image.Point) bool {
return treeNoiseMap.GrayAt(p.X, p.Y).Y >= threshold && !isLake[p] && !isRoad[p] && !isBuilding[p]
return treeNoiseMap.GrayAt(p.X, p.Y).Y >= threshold && !waterMask.GetPoint(p) && !roadMask.GetPoint(p) && !buildingMask.GetPoint(p)
}, seed)
var treePixels []image.Point
numGoroutines := runtime.NumCPU()
if len(allPoints) < numGoroutines {
numGoroutines = len(allPoints)
@@ -251,7 +259,7 @@ func GenerateTrees(img *image.RGBA, lakePixels, roadPixels, buildingPixels []ima
for y := p.Y - int(r); y <= p.Y+int(r); y++ {
for x := p.X - int(r); x <= p.X+int(r); x++ {
pt := image.Point{X: x, Y: y}
if !pt.In(img.Bounds()) || isLake[pt] || isRoad[pt] || isBuilding[pt] {
if !pt.In(img.Bounds()) || waterMask.GetPoint(pt) || roadMask.GetPoint(pt) || buildingMask.GetPoint(pt) {
continue
}
@@ -269,11 +277,14 @@ func GenerateTrees(img *image.RGBA, lakePixels, roadPixels, buildingPixels []ima
wg.Wait()
close(results)
treeMask := NewPixelMask(width, height)
for res := range results {
treePixels = append(treePixels, res...)
for _, p := range res {
treeMask.SetPoint(p)
}
}
return treePixels
return treeMask
}
// poissonDiscSampling generates randomly distributed points with minimum radius separation