tree generation flushed out
This commit is contained in:
@@ -0,0 +1,87 @@
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package main
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import (
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"fyne.io/fyne/v2"
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"fyne.io/fyne/v2/widget"
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)
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// TextOverlayProgressBar is a custom widget that displays a progress bar with text overlay.
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type TextOverlayProgressBar struct {
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widget.BaseWidget
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progressBar *widget.ProgressBar
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label *widget.Label
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}
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// NewTextOverlayProgressBar creates a new TextOverlayProgressBar.
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func NewTextOverlayProgressBar() *TextOverlayProgressBar {
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p := &TextOverlayProgressBar{
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progressBar: widget.NewProgressBar(),
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label: widget.NewLabel(""),
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}
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p.ExtendBaseWidget(p)
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return p
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}
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// SetValue sets the progress value.
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func (p *TextOverlayProgressBar) SetValue(v float64) {
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p.progressBar.SetValue(v)
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}
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// SetText sets the text to be displayed on the progress bar.
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func (p *TextOverlayProgressBar) SetText(text string) {
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p.label.SetText(text)
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}
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// CreateRenderer returns a new renderer for the widget.
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func (p *TextOverlayProgressBar) CreateRenderer() fyne.WidgetRenderer {
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return &textOverlayProgressBarRenderer{
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progressBar: p.progressBar,
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label: p.label,
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objects: []fyne.CanvasObject{p.progressBar, p.label},
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}
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}
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type textOverlayProgressBarRenderer struct {
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progressBar *widget.ProgressBar
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label *widget.Label
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objects []fyne.CanvasObject
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}
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func (r *textOverlayProgressBarRenderer) Layout(size fyne.Size) {
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r.progressBar.Resize(size)
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r.label.Resize(size)
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r.label.Move(fyne.NewPos(0, 0))
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}
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func (r *textOverlayProgressBarRenderer) MinSize() fyne.Size {
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return r.progressBar.MinSize()
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}
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func (r *textOverlayProgressBarRenderer) Refresh() {
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r.progressBar.Refresh()
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r.label.Refresh()
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}
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func (r *textOverlayProgressBarRenderer) Objects() []fyne.CanvasObject {
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return r.objects
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}
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func (r *textOverlayProgressBarRenderer) Destroy() {}
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// CustomTheme is a custom theme to make the progress bar thinner.
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type CustomTheme struct {
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fyne.Theme
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}
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// NewCustomTheme creates a new CustomTheme.
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func NewCustomTheme(theme fyne.Theme) *CustomTheme {
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return &CustomTheme{Theme: theme}
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}
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// Size returns the size for a given themeable item.
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func (t *CustomTheme) Size(name fyne.ThemeSizeName) float32 {
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if name == "progressBar.height" {
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return 10
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}
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return t.Theme.Size(name)
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}
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@@ -29,6 +29,7 @@ require (
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github.com/kr/text v0.2.0 // indirect
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github.com/nfnt/resize v0.0.0-20180221191011-83c6a9932646 // indirect
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github.com/nicksnyder/go-i18n/v2 v2.5.1 // indirect
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github.com/ojrac/opensimplex-go v1.0.2 // indirect
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github.com/pmezard/go-difflib v1.0.0 // indirect
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github.com/rymdport/portal v0.4.2 // indirect
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github.com/srwiley/oksvg v0.0.0-20221011165216-be6e8873101c // indirect
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@@ -53,6 +53,8 @@ github.com/nicksnyder/go-i18n/v2 v2.5.1 h1:IxtPxYsR9Gp60cGXjfuR/llTqV8aYMsC472zD
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github.com/nicksnyder/go-i18n/v2 v2.5.1/go.mod h1:DrhgsSDZxoAfvVrBVLXoxZn/pN5TXqaDbq7ju94viiQ=
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github.com/niemeyer/pretty v0.0.0-20200227124842-a10e7caefd8e h1:fD57ERR4JtEqsWbfPhv4DMiApHyliiK5xCTNVSPiaAs=
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github.com/niemeyer/pretty v0.0.0-20200227124842-a10e7caefd8e/go.mod h1:zD1mROLANZcx1PVRCS0qkT7pwLkGfwJo4zjcN/Tysno=
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github.com/ojrac/opensimplex-go v1.0.2 h1:l4vs0D+JCakcu5OV0kJ99oEaWJfggSc9jiLpxaWvSzs=
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github.com/ojrac/opensimplex-go v1.0.2/go.mod h1:NwbXFFbXcdGgIFdiA7/REME+7n/lOf1TuEbLiZYOWnM=
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github.com/pkg/profile v1.7.0 h1:hnbDkaNWPCLMO9wGLdBFTIZvzDrDfBM2072E1S9gJkA=
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github.com/pkg/profile v1.7.0/go.mod h1:8Uer0jas47ZQMJ7VD+OHknK4YDY07LPUC6dEvqDjvNo=
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github.com/pmezard/go-difflib v1.0.0 h1:4DBwDE0NGyQoBHbLQYPwSUPoCMWR5BEzIk/f1lZbAQM=
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@@ -21,6 +21,7 @@ import (
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func main() {
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a := app.New()
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a.Settings().SetTheme(&CustomTheme{a.Settings().Theme()})
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w := a.NewWindow("RPG City Maker")
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w.Resize(fyne.NewSize(800, 600))
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@@ -202,17 +203,59 @@ func main() {
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errorLabel.TextSize = 12
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errorLabel.Hide()
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generateBtn := widget.NewButton("Generate", func() {
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noiseImg := GenerateHeightmap(settings.Width, settings.Height, int(settings.Detail), 100.0, settings.Seed)
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lakeImage, lakePixels := GenerateLakes(settings.Width, settings.Height, settings.Lakes, settings.LakeSizeLower, settings.LakeSizeUpper, noiseImg, settings.Seed)
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finalImage := lakeImage.(*image.RGBA)
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GenerateTrees(finalImage, lakePixels, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, settings.Seed)
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darkenedHeightmap := DarkenLakeAreas(noiseImg, lakePixels)
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compositeImg := ApplyRoughness(darkenedHeightmap, settings.Roughness)
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heightmapImg.Image = compositeImg
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heightmapImg.Refresh()
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canvasImg.Image = finalImage
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canvasImg.Refresh()
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var generateBtn *widget.Button
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progressBar := NewTextOverlayProgressBar()
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generateBtn = widget.NewButton("Generate", func() {
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go func() {
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generateBtn.Disable()
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defer generateBtn.Enable()
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steps := 6
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currentStep := 0
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// Step 1: Generating Heightmap
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currentStep++
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progressBar.SetText(fmt.Sprintf("Step %d/%d: Generating Heightmap", currentStep, steps))
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progressBar.SetValue(float64(currentStep) / float64(steps))
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noiseImg := GenerateHeightmap(settings.Width, settings.Height, int(settings.Detail), 100.0, settings.Seed)
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// Step 2: Generating Lakes
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currentStep++
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progressBar.SetText(fmt.Sprintf("Step %d/%d: Generating Lakes", currentStep, steps))
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progressBar.SetValue(float64(currentStep) / float64(steps))
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lakeImage, lakePixels := GenerateLakes(settings.Width, settings.Height, settings.Lakes, settings.LakeSizeLower, settings.LakeSizeUpper, noiseImg, settings.Seed)
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finalImage := lakeImage.(*image.RGBA)
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// Step 3: Generating Trees
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currentStep++
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progressBar.SetText(fmt.Sprintf("Step %d/%d: Generating Trees", currentStep, steps))
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progressBar.SetValue(float64(currentStep) / float64(steps))
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GenerateTrees(finalImage, lakePixels, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, settings.Seed)
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// Step 4: Darkening Lake Areas
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currentStep++
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progressBar.SetText(fmt.Sprintf("Step %d/%d: Darkening Lake Areas", currentStep, steps))
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progressBar.SetValue(float64(currentStep) / float64(steps))
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darkenedHeightmap := DarkenLakeAreas(noiseImg, lakePixels)
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// Step 5: Applying Roughness
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currentStep++
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progressBar.SetText(fmt.Sprintf("Step %d/%d: Applying Roughness", currentStep, steps))
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progressBar.SetValue(float64(currentStep) / float64(steps))
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compositeImg := ApplyRoughness(darkenedHeightmap, settings.Roughness)
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// Step 6: Finalizing Images
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currentStep++
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progressBar.SetText(fmt.Sprintf("Step %d/%d: Finalizing Images", currentStep, steps))
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progressBar.SetValue(float64(currentStep) / float64(steps))
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heightmapImg.Image = compositeImg
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heightmapImg.Refresh()
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canvasImg.Image = finalImage
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canvasImg.Refresh()
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progressBar.SetText("Generation Complete!")
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}()
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})
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widthEntry := widget.NewEntry()
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@@ -295,6 +338,7 @@ func main() {
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randomizeBtn,
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generateBtn,
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errorLabel,
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progressBar,
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))
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tabs := container.NewAppTabs(
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+100
-44
@@ -8,7 +8,7 @@ import (
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"math"
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"math/rand"
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"github.com/aquilax/go-perlin"
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"github.com/ojrac/opensimplex-go"
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)
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// lakePixel represents a potential pixel to be added to a lake during growth
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@@ -76,7 +76,7 @@ func GenerateLakes(width, height, numLakes int, lakeSizeLower, lakeSizeUpper flo
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})
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totalArea := float64(width * height)
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p := perlin.NewPerlin(2.0, 2.0, 1, randSrc.Int63())
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noiseGen := opensimplex.New(seed)
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// 3. Generate a lake in a subset of the chunks
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for i := 0; i < numLakes; i++ {
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@@ -128,7 +128,7 @@ func GenerateLakes(width, height, numLakes int, lakeSizeLower, lakeSizeUpper flo
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getScore := func(pt image.Point) float64 {
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dx, dy := pt.X-startPt.X, pt.Y-startPt.Y
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dist := math.Sqrt(float64(dx*dx + dy*dy))
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noise := p.Noise2D(seedX+float64(dx)*noiseFreq, seedY+float64(dy)*noiseFreq)
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noise := noiseGen.Eval2(seedX+float64(dx)*noiseFreq, seedY+float64(dy)*noiseFreq)
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distPenalty := math.Pow(dist/radius, 3.0)
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luma, _, _, _ := heightmap.At(pt.X, pt.Y).RGBA()
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heightmapVal := float64(luma) / 65535.0
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@@ -219,72 +219,60 @@ func GenerateTrees(img *image.RGBA, lakePixels []image.Point, minTreeSize, maxTr
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totalArea := float64(width * height)
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targetTreePixels := totalArea * (treeCoverage / 100.0)
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numTreesToPlace := int(targetTreePixels / avgTreeArea)
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if numTreesToPlace == 0 {
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return
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}
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// 2. Generate a new noise map for tree placement.
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treeNoise := perlin.NewPerlin(2, 2, 3, seed)
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// 2. Generate a simplex noise map for tree placement.
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noise := opensimplex.New(seed)
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treeNoiseMap := image.NewGray(image.Rect(0, 0, width, height))
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treeNoiseZoom := 0.05
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for y := 0; y < height; y++ {
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for x := 0; x < width; x++ {
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val := treeNoise.Noise2D(float64(x)*treeNoiseZoom, float64(y)*treeNoiseZoom)
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val := noise.Eval2(float64(x)*treeNoiseZoom, float64(y)*treeNoiseZoom)
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val = (val + 1) / 2 // Normalize to 0-1
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treeNoiseMap.SetGray(x, y, color.Gray{Y: uint8(val * 255)})
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}
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}
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threshold := uint8(255 * (treeClumpiness / 100.0))
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threshold := uint8(255 * (1 - (treeCoverage / 100.0)))
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isLake := make(map[image.Point]bool)
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for _, p := range lakePixels {
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isLake[p] = true
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}
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treeCenters := make(map[image.Point]float64)
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randSrc := rand.New(rand.NewSource(seed))
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isValidCenter := func(p image.Point, r float64) bool {
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if p.X-int(r) < 0 || p.X+int(r) >= width || p.Y-int(r) < 0 || p.Y+int(r) >= height {
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return false
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}
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if isLake[p] {
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return false
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}
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for center, r2 := range treeCenters {
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dist := math.Sqrt(math.Pow(float64(p.X-center.X), 2) + math.Pow(float64(p.Y-center.Y), 2))
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if dist < (r2+r)*0.75 { // Allow overlap
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return false
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}
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}
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return true
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// 3. Determine initial clump trees
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numClumpTrees := int(treeClumpiness)
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if numClumpTrees > numTreesToPlace {
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numClumpTrees = numTreesToPlace
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}
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// 3. Place trees in valid locations.
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maxConsecutiveFails := 10000
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consecutiveFails := 0
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for len(treeCenters) < numTreesToPlace && consecutiveFails < maxConsecutiveFails {
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p := image.Point{X: randSrc.Intn(width), Y: randSrc.Intn(height)}
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// Check against noise map threshold
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if treeNoiseMap.GrayAt(p.X, p.Y).Y < threshold {
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consecutiveFails++
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continue
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initialPoints := make([]image.Point, 0, numClumpTrees)
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for i := 0; i < numClumpTrees; i++ {
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for j := 0; j < 100; j++ { // try 100 times to find a valid spot
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p := image.Point{X: randSrc.Intn(width), Y: randSrc.Intn(height)}
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if treeNoiseMap.GrayAt(p.X, p.Y).Y >= threshold && !isLake[p] {
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initialPoints = append(initialPoints, p)
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break
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}
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}
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}
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// 4. Place remaining trees using Bridson's Algorithm
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minRadius := minTreeSize
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allPoints := poissonDiscSampling(width, height, minRadius, 30, initialPoints, func(p image.Point) bool {
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return treeNoiseMap.GrayAt(p.X, p.Y).Y >= threshold && !isLake[p]
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}, seed)
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// 5. Draw the trees.
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for _, p := range allPoints {
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size := minTreeSize + randSrc.Float64()*(maxTreeSize-minTreeSize)
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if size <= 0 {
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continue
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}
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radius := size / 2
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if isValidCenter(p, radius) {
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treeCenters[p] = radius
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consecutiveFails = 0
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} else {
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consecutiveFails++
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}
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}
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// 4. Draw the trees.
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for p, r := range treeCenters {
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r := size / 2
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// Use a simple pixel-by-pixel circle drawing method
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for y := p.Y - int(r); y <= p.Y+int(r); y++ {
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for x := p.X - int(r); x <= p.X+int(r); x++ {
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@@ -302,3 +290,71 @@ func GenerateTrees(img *image.RGBA, lakePixels []image.Point, minTreeSize, maxTr
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}
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}
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}
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func poissonDiscSampling(width, height int, minRadius float64, k int, initialPoints []image.Point, isValid func(image.Point) bool, seed int64) []image.Point {
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randSrc := rand.New(rand.NewSource(seed))
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points := initialPoints
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activeList := append([]image.Point(nil), initialPoints...)
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cellSize := minRadius / math.Sqrt(2)
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gridWidth := int(math.Ceil(float64(width)/cellSize)) + 1
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gridHeight := int(math.Ceil(float64(height)/cellSize)) + 1
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grid := make([][]image.Point, gridWidth)
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for i := range grid {
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grid[i] = make([]image.Point, gridHeight)
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}
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for _, p := range points {
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gridX, gridY := int(float64(p.X)/cellSize), int(float64(p.Y)/cellSize)
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grid[gridX][gridY] = p
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}
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for len(activeList) > 0 {
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listIndex := randSrc.Intn(len(activeList))
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p := activeList[listIndex]
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found := false
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for i := 0; i < k; i++ {
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angle := randSrc.Float64() * 2 * math.Pi
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radius := minRadius + randSrc.Float64()*minRadius
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x, y := float64(p.X)+radius*math.Cos(angle), float64(p.Y)+radius*math.Sin(angle)
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newPoint := image.Point{X: int(x), Y: int(y)}
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if newPoint.X < 0 || newPoint.X >= width || newPoint.Y < 0 || newPoint.Y >= height {
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continue
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}
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if !isValid(newPoint) {
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continue
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}
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gridX, gridY := int(x/cellSize), int(y/cellSize)
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valid := true
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for m := -1; m <= 1; m++ {
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for n := -1; n <= 1; n++ {
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checkX, checkY := gridX+m, gridY+n
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if checkX >= 0 && checkX < gridWidth && checkY >= 0 && checkY < gridHeight && grid[checkX][checkY] != (image.Point{}) {
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dist := math.Sqrt(math.Pow(float64(grid[checkX][checkY].X-newPoint.X), 2) + math.Pow(float64(grid[checkX][checkY].Y-newPoint.Y), 2))
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if dist < minRadius {
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valid = false
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break
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}
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}
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}
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if !valid {
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break
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}
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}
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if valid {
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points = append(points, newPoint)
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activeList = append(activeList, newPoint)
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grid[gridX][gridY] = newPoint
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found = true
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}
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}
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if !found {
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activeList = append(activeList[:listIndex], activeList[listIndex+1:]...)
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}
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}
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return points
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}
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Reference in New Issue
Block a user