tree generation flushed out

This commit is contained in:
Grimsace
2026-01-28 12:35:10 -06:00
parent 4e7e26e98b
commit e9ca3b43f7
5 changed files with 245 additions and 55 deletions
+100 -44
View File
@@ -8,7 +8,7 @@ import (
"math"
"math/rand"
"github.com/aquilax/go-perlin"
"github.com/ojrac/opensimplex-go"
)
// lakePixel represents a potential pixel to be added to a lake during growth
@@ -76,7 +76,7 @@ func GenerateLakes(width, height, numLakes int, lakeSizeLower, lakeSizeUpper flo
})
totalArea := float64(width * height)
p := perlin.NewPerlin(2.0, 2.0, 1, randSrc.Int63())
noiseGen := opensimplex.New(seed)
// 3. Generate a lake in a subset of the chunks
for i := 0; i < numLakes; i++ {
@@ -128,7 +128,7 @@ func GenerateLakes(width, height, numLakes int, lakeSizeLower, lakeSizeUpper flo
getScore := func(pt image.Point) float64 {
dx, dy := pt.X-startPt.X, pt.Y-startPt.Y
dist := math.Sqrt(float64(dx*dx + dy*dy))
noise := p.Noise2D(seedX+float64(dx)*noiseFreq, seedY+float64(dy)*noiseFreq)
noise := noiseGen.Eval2(seedX+float64(dx)*noiseFreq, seedY+float64(dy)*noiseFreq)
distPenalty := math.Pow(dist/radius, 3.0)
luma, _, _, _ := heightmap.At(pt.X, pt.Y).RGBA()
heightmapVal := float64(luma) / 65535.0
@@ -219,72 +219,60 @@ func GenerateTrees(img *image.RGBA, lakePixels []image.Point, minTreeSize, maxTr
totalArea := float64(width * height)
targetTreePixels := totalArea * (treeCoverage / 100.0)
numTreesToPlace := int(targetTreePixels / avgTreeArea)
if numTreesToPlace == 0 {
return
}
// 2. Generate a new noise map for tree placement.
treeNoise := perlin.NewPerlin(2, 2, 3, seed)
// 2. Generate a simplex noise map for tree placement.
noise := opensimplex.New(seed)
treeNoiseMap := image.NewGray(image.Rect(0, 0, width, height))
treeNoiseZoom := 0.05
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
val := treeNoise.Noise2D(float64(x)*treeNoiseZoom, float64(y)*treeNoiseZoom)
val := noise.Eval2(float64(x)*treeNoiseZoom, float64(y)*treeNoiseZoom)
val = (val + 1) / 2 // Normalize to 0-1
treeNoiseMap.SetGray(x, y, color.Gray{Y: uint8(val * 255)})
}
}
threshold := uint8(255 * (treeClumpiness / 100.0))
threshold := uint8(255 * (1 - (treeCoverage / 100.0)))
isLake := make(map[image.Point]bool)
for _, p := range lakePixels {
isLake[p] = true
}
treeCenters := make(map[image.Point]float64)
randSrc := rand.New(rand.NewSource(seed))
isValidCenter := func(p image.Point, r float64) bool {
if p.X-int(r) < 0 || p.X+int(r) >= width || p.Y-int(r) < 0 || p.Y+int(r) >= height {
return false
}
if isLake[p] {
return false
}
for center, r2 := range treeCenters {
dist := math.Sqrt(math.Pow(float64(p.X-center.X), 2) + math.Pow(float64(p.Y-center.Y), 2))
if dist < (r2+r)*0.75 { // Allow overlap
return false
}
}
return true
// 3. Determine initial clump trees
numClumpTrees := int(treeClumpiness)
if numClumpTrees > numTreesToPlace {
numClumpTrees = numTreesToPlace
}
// 3. Place trees in valid locations.
maxConsecutiveFails := 10000
consecutiveFails := 0
for len(treeCenters) < numTreesToPlace && consecutiveFails < maxConsecutiveFails {
p := image.Point{X: randSrc.Intn(width), Y: randSrc.Intn(height)}
// Check against noise map threshold
if treeNoiseMap.GrayAt(p.X, p.Y).Y < threshold {
consecutiveFails++
continue
initialPoints := make([]image.Point, 0, numClumpTrees)
for i := 0; i < numClumpTrees; i++ {
for j := 0; j < 100; j++ { // try 100 times to find a valid spot
p := image.Point{X: randSrc.Intn(width), Y: randSrc.Intn(height)}
if treeNoiseMap.GrayAt(p.X, p.Y).Y >= threshold && !isLake[p] {
initialPoints = append(initialPoints, p)
break
}
}
}
// 4. Place remaining trees using Bridson's Algorithm
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]
}, seed)
// 5. Draw the trees.
for _, p := range allPoints {
size := minTreeSize + randSrc.Float64()*(maxTreeSize-minTreeSize)
if size <= 0 {
continue
}
radius := size / 2
if isValidCenter(p, radius) {
treeCenters[p] = radius
consecutiveFails = 0
} else {
consecutiveFails++
}
}
// 4. Draw the trees.
for p, r := range treeCenters {
r := size / 2
// Use a simple pixel-by-pixel circle drawing method
for y := p.Y - int(r); y <= p.Y+int(r); y++ {
for x := p.X - int(r); x <= p.X+int(r); x++ {
@@ -302,3 +290,71 @@ func GenerateTrees(img *image.RGBA, lakePixels []image.Point, minTreeSize, maxTr
}
}
}
func poissonDiscSampling(width, height int, minRadius float64, k int, initialPoints []image.Point, isValid func(image.Point) bool, seed int64) []image.Point {
randSrc := rand.New(rand.NewSource(seed))
points := initialPoints
activeList := append([]image.Point(nil), initialPoints...)
cellSize := minRadius / math.Sqrt(2)
gridWidth := int(math.Ceil(float64(width)/cellSize)) + 1
gridHeight := int(math.Ceil(float64(height)/cellSize)) + 1
grid := make([][]image.Point, gridWidth)
for i := range grid {
grid[i] = make([]image.Point, gridHeight)
}
for _, p := range points {
gridX, gridY := int(float64(p.X)/cellSize), int(float64(p.Y)/cellSize)
grid[gridX][gridY] = p
}
for len(activeList) > 0 {
listIndex := randSrc.Intn(len(activeList))
p := activeList[listIndex]
found := false
for i := 0; i < k; i++ {
angle := randSrc.Float64() * 2 * math.Pi
radius := minRadius + randSrc.Float64()*minRadius
x, y := float64(p.X)+radius*math.Cos(angle), float64(p.Y)+radius*math.Sin(angle)
newPoint := image.Point{X: int(x), Y: int(y)}
if newPoint.X < 0 || newPoint.X >= width || newPoint.Y < 0 || newPoint.Y >= height {
continue
}
if !isValid(newPoint) {
continue
}
gridX, gridY := int(x/cellSize), int(y/cellSize)
valid := true
for m := -1; m <= 1; m++ {
for n := -1; n <= 1; n++ {
checkX, checkY := gridX+m, gridY+n
if checkX >= 0 && checkX < gridWidth && checkY >= 0 && checkY < gridHeight && grid[checkX][checkY] != (image.Point{}) {
dist := math.Sqrt(math.Pow(float64(grid[checkX][checkY].X-newPoint.X), 2) + math.Pow(float64(grid[checkX][checkY].Y-newPoint.Y), 2))
if dist < minRadius {
valid = false
break
}
}
}
if !valid {
break
}
}
if valid {
points = append(points, newPoint)
activeList = append(activeList, newPoint)
grid[gridX][gridY] = newPoint
found = true
}
}
if !found {
activeList = append(activeList[:listIndex], activeList[listIndex+1:]...)
}
}
return points
}