package field import ( "bufio" "image" "image/color" "image/png" "math" "os" "path/filepath" "sort" ) // A colour preview of a height field: hypsometric tint, hillshade, and the drainage network drawn on top. // // The grey thumbnail is nearly useless for judging this generator, which is a problem, because the thing it // exists to produce is a drainage network and a flat grey ramp is exactly what hides one. Rivers are drawn // from the flow accumulation with a width that grows with drainage area, so a glance says whether the network // branches like a river system or like noise. type PreviewOptions struct { // Flow is drainage area per cell, m². Optional; without it no rivers are drawn. Flow *Field // Sea marks cells below sea level. Optional. Sea []bool SeaLevelM float64 // Snow marks land that is permanently under ice. Optional, and it exists because the hypsometric ramp // tops out at snow by *elevation*: a polar cap fifty metres above the water therefore comes out the same // green as a meadow, and an ice sheet that reads as a meadow is a map lying about the one thing it is // for. No height is touched; only the colour. Snow []bool // RiverKm2 is the drainage area at which a channel starts being drawn. RiverKm2 float64 // Size is the output width in pixels. The height follows the field's own aspect, so a 2:1 planet comes // out 2:1 rather than squashed into a square; on the square canvas the two are the same number and // nothing changes. Size int // Crop is a sub-rectangle in map coordinates (x0, y0, x1, y1 in 0..1), rendered at full resolution. // A whole continent at 1500 px puts ten kilometres into a hundred pixels, which is enough to see that // there is drainage and not nearly enough to see whether it is the right *kind* of drainage. Judging // hill country against real hill country needs a crop. Crop [4]float64 // Palette is how the picture is drawn: the ramp, the water, the rivers, the ice and the light. Nil is // the generator's own, which is what every caller wanted before this was a file. Palette *Palette // Hillshade exaggerates the vertical before shading. Lowland relief is a few tens of metres over // kilometres and disappears at true scale, which is the same reason every printed relief map lies. Exaggeration float64 } // rgb is the palette's colour type under the name the drawing code uses. type rgb = RGB // WritePreview renders the field at opt.Size and writes an RGB PNG. // // It returns the height the hypsometric ramp topped out at, in metres, which a caller is expected to print. // The ramp is relative by default and a relative picture is only honest when the reader is told so: without // that line, a 47 m plain drawn with snow on its hills is indistinguishable from an alpine one. func WritePreview(path string, h *Field, opt PreviewOptions) (topM float64, err error) { size := opt.Size if size <= 0 { size = 1024 } if size > h.W { size = h.W } if opt.Crop[2] > opt.Crop[0] && opt.Crop[3] > opt.Crop[1] { fullW, fullH := h.W, h.H h = h.Sub(opt.Crop) if opt.Flow != nil { opt.Flow = opt.Flow.Sub(opt.Crop) } if opt.Sea != nil { opt.Sea = subMask(opt.Sea, fullW, fullH, opt.Crop) } if size > h.W { size = h.W } } sizeH := aspectH(h, size) small := h.Resample(size, sizeH) exag := opt.Exaggeration if exag <= 0 { exag = 1 } // Land elevations only: letting the sea floor into the range squashes the whole land ramp. // // And the top of the ramp is a high percentile, not the maximum. One 2800 m summit over a continent whose // land is mostly under 300 m puts every other cell into the bottom tenth of the ramp, and the map reads as // uniform green with a white dot on it — which says far more about one pixel than about the terrain. The // percentile lets the tint span the distribution that is actually there; the few cells above it clamp to // snow, which is what they should look like anyway. pal := opt.Palette if pal == nil { pal = DefaultPalette() } sea := resampleMask(opt.Sea, h.W, h.H, size, sizeH) snow := resampleMask(opt.Snow, h.W, h.H, size, sizeH) landVals := make([]float64, 0, len(small.Data)) for i, v := range small.Data { if sea != nil && sea[i] { continue } landVals = append(landVals, float64(v)) } landMax := 1.0 if pal.LandTopM > 0 { landMax = pal.LandTopM } else if len(landVals) > 0 { sort.Float64s(landVals) landMax = landVals[int(pal.LandTopPercentile/100*float64(len(landVals)-1))] } if landMax <= 0 { landMax = 1 } var seaMin float64 for i, v := range small.Data { if sea != nil && sea[i] && float64(v) < seaMin { seaMin = float64(v) } } var flow *Field riverA := opt.RiverKm2 * 1e6 if opt.Flow != nil && riverA > 0 { flow = opt.Flow.Resample(size, sizeH) } img := image.NewRGBA(image.Rect(0, 0, size, sizeH)) for y := 0; y < sizeH; y++ { for x := 0; x < size; x++ { i := y*size + x elev := float64(small.Data[i]) var c rgb if sea != nil && sea[i] { d := 0.0 if seaMin < 0 { d = math.Min(1, (opt.SeaLevelM-elev)/(opt.SeaLevelM-seaMin)) } c = rgb{ pal.SeaShallow[0] + (pal.SeaDeep[0]-pal.SeaShallow[0])*d, pal.SeaShallow[1] + (pal.SeaDeep[1]-pal.SeaShallow[1])*d, pal.SeaShallow[2] + (pal.SeaDeep[2]-pal.SeaShallow[2])*d, } } else { c = pal.ramp(math.Min(1, math.Max(0, elev)/landMax)) if snow != nil && snow[i] { // Ice, whatever height it stands at. It still takes the hillshade below rather than // being stamped flat, so a dome and the valleys cut into it still read. c = pal.Ice } // Hillshade from the north-west at 45 degrees, the DEM convention. Applied to land only; // shading the sea floor would draw attention to bathymetry nobody will ever see. gx := float64(small.AtClamped(x+1, y)-small.AtClamped(x-1, y)) * exag gy := float64(small.AtClamped(x, y+1)-small.AtClamped(x, y-1)) * exag slope := math.Atan(math.Hypot(gx, gy) / (2 * small.CellM)) aspect := math.Atan2(gy, -gx) alt := pal.SunAltitudeDeg * math.Pi / 180 // Azimuth is clockwise from north; the shading wants the direction the light comes *from* // measured the way Atan2 returns it, which is this quarter turn away. az := (90 - pal.SunAzimuthDeg) * math.Pi / 180 lum := math.Cos(slope)*math.Sin(alt) + math.Sin(slope)*math.Cos(alt)*math.Cos(az-aspect) lum = pal.Ambient + pal.Gain*math.Max(0, lum) for k := range c { c[k] *= lum } } // Rivers on top, their strength growing with the log of drainage area so a trunk reads darker // than a headwater without needing a width in pixels. if flow != nil { if a := float64(flow.Data[i]); a >= riverA { w := math.Min(1, math.Log10(a/riverA)/2.2) blend := 0.45 + 0.55*w for k := range c { c[k] = c[k]*(1-blend) + pal.River[k]*blend } } } img.Set(x, y, color.RGBA{clamp8(c[0]), clamp8(c[1]), clamp8(c[2]), 255}) } } if err := os.MkdirAll(filepath.Dir(path), 0o755); err != nil { return landMax, err } f, err := os.Create(path) if err != nil { return landMax, err } defer f.Close() bw := bufio.NewWriterSize(f, 1<<20) enc := png.Encoder{CompressionLevel: png.DefaultCompression} if err := enc.Encode(bw, img); err != nil { return landMax, err } return landMax, bw.Flush() } // resampleMask takes a boolean mask down to the preview size by nearest neighbour; a mask has no meaningful // average. func resampleMask(mask []bool, w, h, sw, sh int) []bool { if mask == nil { return nil } out := make([]bool, sw*sh) for y := 0; y < sh; y++ { sy := 0 if sh > 1 { sy = y * (h - 1) / (sh - 1) } for x := 0; x < sw; x++ { sx := 0 if sw > 1 { sx = x * (w - 1) / (sw - 1) } out[y*sw+x] = mask[sy*w+sx] } } return out } // aspectH is the output height that keeps a field's shape. Every writer in this package uses it, so a // rectangular world is never silently squashed into a square image. func aspectH(f *Field, w int) int { h := int(float64(w)*float64(f.H)/float64(f.W) + 0.5) if h < 1 { h = 1 } return h } func clamp8(v float64) uint8 { if v <= 0 { return 0 } if v >= 255 { return 255 } return uint8(v + 0.5) } // subMask is Sub for a boolean mask. func subMask(mask []bool, w, h int, crop [4]float64) []bool { clamp := func(v float64) float64 { return math.Min(1, math.Max(0, v)) } x0 := int(clamp(crop[0]) * float64(w-1)) y0 := int(clamp(crop[1]) * float64(h-1)) x1 := int(clamp(crop[2]) * float64(w-1)) y1 := int(clamp(crop[3]) * float64(h-1)) if x1 <= x0 { x1 = x0 + 1 } if y1 <= y0 { y1 = y0 + 1 } cw, ch := x1-x0+1, y1-y0+1 out := make([]bool, cw*ch) for y := 0; y < ch; y++ { copy(out[y*cw:(y+1)*cw], mask[(y0+y)*w+x0:(y0+y)*w+x0+cw]) } return out }