package main import ( "container/heap" "image" "image/color" "image/draw" "math" "math/rand" "time" "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, each covering a specific percentage of the total image area. // It uses a priority-based growth algorithm to ensure each lake is a single continuous component with organic edges. func GenerateLakes(width, height, numLakes int, lakeSize float64) (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) // Global map to track which pixels are already water to prevent duplicate darkening isWater := make(map[image.Point]bool) var allLakePixels []image.Point if numLakes <= 0 || lakeSize <= 0 { return canvas, allLakePixels } totalArea := float64(width * height) targetPixelsPerLake := int(math.Round(totalArea * (lakeSize / 100.0))) if targetPixelsPerLake <= 0 { targetPixelsPerLake = 1 } r := rand.New(rand.NewSource(time.Now().UnixNano())) // One octave for maximum smoothness (no fractal detail that creates islands) p := perlin.NewPerlin(2.0, 2.0, 1, r.Int63()) for i := 0; i < numLakes; i++ { // Unique seed for this specific lake seedX := r.Float64() * 10000.0 seedY := r.Float64() * 10000.0 // Choose a random seed point startPt := image.Point{X: r.Intn(width), Y: r.Intn(height)} pq := &priorityQueue{} heap.Init(pq) // track pixels already considered for THIS lake visited := make(map[image.Point]bool) // Scale noise relative to expected lake size to maintain look radius := math.Sqrt(float64(targetPixelsPerLake) / math.Pi) // Much lower frequency to avoid islands and thin peninsulas noiseFreq := 0.01 + (0.2 / (radius + 1.0)) // Helper to calculate score 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 component noise := p.Noise2D(seedX+float64(dx)*noiseFreq, seedY+float64(dy)*noiseFreq) // Non-linear distance penalty: very low near center, increases rapidly at edge // This makes the center much more "solid" distPenalty := math.Pow(dist/radius, 2.0) return noise - distPenalty } // Push starting point heap.Push(pq, &lakePixel{point: startPt, score: getScore(startPt)}) visited[startPt] = true lakeCount := 0 for pq.Len() > 0 && lakeCount < targetPixelsPerLake { // Pop the highest scoring frontier pixel current := heap.Pop(pq).(*lakePixel) // Add to canvas and global list canvas.Set(current.point.X, current.point.Y, color.RGBA{R: 0, G: 0, B: 255, A: 255}) if !isWater[current.point] { isWater[current.point] = true allLakePixels = append(allLakePixels, current.point) } lakeCount++ // Add neighbors to frontier 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} // Bounds check if neighbor.X < 0 || neighbor.X >= width || neighbor.Y < 0 || neighbor.Y >= height { continue } if !visited[neighbor] { 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) for _, p := range lakePixels { c := composite.At(p.X, p.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(p.X, p.Y, color.RGBA64{R: uint16(r), G: uint16(g), B: uint16(b), A: uint16(a)}) } return composite }