package main import ( "container/heap" "image" "image/color" "image/draw" "math" "math/rand" "github.com/aquilax/go-perlin" ) // lakePixel represents a potential pixel to be added to a lake during growth type lakePixel struct { point image.Point score float64 index int // required for heap.Interface } type priorityQueue []*lakePixel func (pq priorityQueue) Len() int { return len(pq) } func (pq priorityQueue) Less(i, j int) bool { return pq[i].score > pq[j].score } // Max-heap func (pq priorityQueue) Swap(i, j int) { pq[i], pq[j] = pq[j], pq[i] pq[i].index = i pq[j].index = j } func (pq *priorityQueue) Push(x interface{}) { n := len(*pq) item := x.(*lakePixel) item.index = n *pq = append(*pq, item) } func (pq *priorityQueue) Pop() interface{} { old := *pq n := len(old) item := old[n-1] old[n-1] = nil item.index = -1 *pq = old[0 : n-1] return item } // GenerateLakes creates a specific number of lakes by dividing the image into chunks and placing one lake per chunk. func GenerateLakes(width, height, numLakes int, lakeSizeLower, lakeSizeUpper float64, heightmap image.Image, seed int64) (image.Image, []image.Point) { canvas := image.NewRGBA(image.Rect(0, 0, width, height)) draw.Draw(canvas, canvas.Bounds(), image.NewUniform(color.White), image.Point{}, draw.Src) if numLakes <= 0 || lakeSizeLower <= 0 { return canvas, nil } var allLakePixels []image.Point randSrc := rand.New(rand.NewSource(seed)) // 1. Divide the image into a grid gridDim := int(math.Ceil(math.Sqrt(float64(numLakes)))) if gridDim == 0 { return canvas, nil } chunkWidth := width / gridDim chunkHeight := height / gridDim if chunkWidth == 0 || chunkHeight == 0 { return canvas, nil } // 2. Create a list of chunk indices and shuffle them to randomize lake placement chunkIndices := make([]int, gridDim*gridDim) for i := range chunkIndices { chunkIndices[i] = i } randSrc.Shuffle(len(chunkIndices), func(i, j int) { chunkIndices[i], chunkIndices[j] = chunkIndices[j], chunkIndices[i] }) totalArea := float64(width * height) p := perlin.NewPerlin(2.0, 2.0, 1, randSrc.Int63()) // 3. Generate a lake in a subset of the chunks for i := 0; i < numLakes; i++ { if i >= len(chunkIndices) { break } // Each lake gets a random size within the defined range lakeSize := lakeSizeLower if lakeSizeUpper > lakeSizeLower { lakeSize = lakeSizeLower + randSrc.Float64()*(lakeSizeUpper-lakeSizeLower) } targetPixelsPerLake := int(math.Round(totalArea*(lakeSize/100.0))) / 2 if targetPixelsPerLake <= 0 { targetPixelsPerLake = 1 } chunkIndex := chunkIndices[i] chunkGridX := chunkIndex % gridDim chunkGridY := chunkIndex / gridDim chunkRect := image.Rect( chunkGridX*chunkWidth, chunkGridY*chunkHeight, (chunkGridX+1)*chunkWidth, (chunkGridY+1)*chunkHeight, ) // Use the growth algorithm within the chunk pq := &priorityQueue{} heap.Init(pq) visited := make(map[image.Point]bool) // Start near the center of the chunk startPt := image.Point{ X: chunkRect.Min.X + chunkWidth/2, Y: chunkRect.Min.Y + chunkHeight/2, } // just in case the center is out of bounds if !startPt.In(chunkRect) { continue } seedX := randSrc.Float64() * 10000.0 seedY := randSrc.Float64() * 10000.0 radius := math.Sqrt(float64(targetPixelsPerLake) / math.Pi) noiseFreq := 0.01 + (0.2 / (radius + 1.0)) 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) distPenalty := math.Pow(dist/radius, 3.0) luma, _, _, _ := heightmap.At(pt.X, pt.Y).RGBA() heightmapVal := float64(luma) / 65535.0 heightmapEffect := (0.5 - heightmapVal) * 1.5 return noise - distPenalty + heightmapEffect } heap.Push(pq, &lakePixel{point: startPt, score: getScore(startPt)}) visited[startPt] = true lakeCount := 0 for pq.Len() > 0 && lakeCount < targetPixelsPerLake { current := heap.Pop(pq).(*lakePixel) // The pixel is valid, claim it. canvas.Set(current.point.X, current.point.Y, color.RGBA{R: 0, G: 0, B: 255, A: 255}) allLakePixels = append(allLakePixels, current.point) lakeCount++ // Add neighbors, constrained to the chunk rectangle for dy := -1; dy <= 1; dy++ { for dx := -1; dx <= 1; dx++ { if dx == 0 && dy == 0 { continue } neighbor := image.Point{X: current.point.X + dx, Y: current.point.Y + dy} if !neighbor.In(chunkRect) || visited[neighbor] { continue } visited[neighbor] = true heap.Push(pq, &lakePixel{ point: neighbor, score: getScore(neighbor), }) } } } } return canvas, allLakePixels } // DarkenLakeAreas applies a visual darkening effect to the heightmap where lakes exist. func DarkenLakeAreas(heightmap image.Image, lakePixels []image.Point) image.Image { bounds := heightmap.Bounds() composite := image.NewRGBA(bounds) draw.Draw(composite, bounds, heightmap, image.Point{}, draw.Src) // Create a map for quick lookup of lake pixels isLake := make(map[image.Point]bool) for _, p := range lakePixels { isLake[p] = true } for y := bounds.Min.Y; y < bounds.Max.Y; y++ { for x := bounds.Min.X; x < bounds.Max.X; x++ { if !isLake[image.Point{X: x, Y: y}] { c := composite.At(x, y) r, g, b, a := c.RGBA() // Darken by 15% r = uint32(float64(r) * 0.85) g = uint32(float64(g) * 0.85) b = uint32(float64(b) * 0.85) composite.Set(x, y, color.RGBA64{R: uint16(r), G: uint16(g), B: uint16(b), A: uint16(a)}) } } } return composite } func GenerateTrees(img *image.RGBA, lakePixels []image.Point, minTreeSize, maxTreeSize, treeCoverage, treeClumpiness float64, seed int64) { width := img.Bounds().Dx() height := img.Bounds().Dy() // 1. Calculate number of trees to place from coverage %. avgTreeSize := (minTreeSize + maxTreeSize) / 2 if avgTreeSize <= 0 { return } avgRadius := avgTreeSize / 2 avgTreeArea := math.Pi * avgRadius * avgRadius if avgTreeArea == 0 { return } totalArea := float64(width * height) targetTreePixels := totalArea * (treeCoverage / 100.0) numTreesToPlace := int(targetTreePixels / avgTreeArea) // 2. Generate a new noise map for tree placement. treeNoise := perlin.NewPerlin(2, 2, 3, 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 = (val + 1) / 2 // Normalize to 0-1 treeNoiseMap.SetGray(x, y, color.Gray{Y: uint8(val * 255)}) } } threshold := uint8(255 * (treeClumpiness / 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. 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 } 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 { // 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++ { pt := image.Point{X: x, Y: y} if !pt.In(img.Bounds()) || isLake[pt] { continue } if (math.Pow(float64(x-p.X), 2) + math.Pow(float64(y-p.Y), 2)) <= r*r { // Blend the tree color with the background // For simplicity, we just set a solid color for now. img.Set(x, y, color.RGBA{R: 0, G: 100, B: 0, A: 255}) } } } } }