HighMap library (C++)
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hydrology.hpp
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1/* Copyright (c) 2023 Otto Link. Distributed under the terms of the GNU General
2 Public License. The full license is in the file LICENSE, distributed with
3 this software. */
4
23#pragma once
24#include <functional>
25#include <limits>
26
27#include "highmap/array.hpp"
30
31namespace hmap
32{
33
53Array basin_id(const Array &z,
54 FlowDirectionMethod fd_method = FlowDirectionMethod::FDM_D8,
55 bool remove_lakes = true);
56
72Array d8_compute_ndip(const Array &d8);
73
85void find_flow_apex(const Array &z, std::vector<int> &is, std::vector<int> &js);
86
101void find_flow_sinks(const Array &z,
102 std::vector<int> &is,
103 std::vector<int> &js);
104
105std::vector<glm::ivec2> find_flow_sinks(const Array &z);
106
123Array flooding_uniform_level(const Array &z, float zref);
124
145Array flooding_from_boundaries(const Array &z,
146 float zref,
147 bool from_east = true,
148 bool from_west = true,
149 bool from_north = true,
150 bool from_south = true);
151
170Array flooding_from_point(const Array &z,
171 int i,
172 int j,
173 float depth_min = std::numeric_limits<float>::max());
174
192Array flooding_from_point(const Array &z,
193 const std::vector<int> &i,
194 const std::vector<int> &j,
195 float depth_min = std::numeric_limits<float>::max());
196
224Array flooding_lake_system(const Array &z, float surface_threshold = 0);
225
248Array flow_accumulation_d8(const Array &z);
249
277Array flow_accumulation_dinf(const Array &z, float talus_ref);
278
311Array flow_accumulation_dinf_perturbed(const Array &z,
312 float talus_ref,
313 int nsamples,
314 glm::vec2 kw,
315 uint seed,
316 float amp,
317 const Array *p_perturb_scaling = nullptr,
318 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
319
336Array flow_direction_d8(const Array &z);
337
355std::vector<Array> flow_direction_dinf(const Array &z, float talus_ref);
356
357std::vector<float> flow_direction_dinf_flat(const Array &z, float talus_ref);
358
363Array flow_direction_dinf_angle(const Array &z, float talus_ref);
364
365Array flow_fixing(const Array &z,
366 float riverbed_talus = 0.f,
367 int iterations = 5,
368 int prefilter_ir = 8,
369 bool carve_riverbed = true,
370 bool smooth_river_bottom = true,
371 float talus_riverbank = 0.01f, // 4 / shape.X
372 uint seed = 0,
373 float riverbank_noise_ratio = 0.f,
374 float merging_distance = 8.f, // pixels
375 const Array *p_noise_x = nullptr,
376 const Array *p_noise_y = nullptr);
377
411Path flow_stream(const Array &z,
412 const glm::ivec2 ij_start,
413 const float elevation_ratio = 0.5f,
414 const float distance_exponent = 2.f,
415 const float upward_penalization = 100.f);
416
463Array generate_riverbed(const Path &path,
464 glm::ivec2 shape,
465 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f},
466 bool bezier_smoothing = false,
467 float depth_start = 0.01f,
468 float depth_end = 1.f,
469 float slope_start = 64.f,
470 float slope_end = 32.f,
471 float shape_exponent_start = 1.f,
472 float shape_exponent_end = 10.f,
473 float k_smoothing = 0.5f,
474 int post_filter_ir = 0,
475 Array *p_noise_x = nullptr,
476 Array *p_noise_y = nullptr,
477 Array *p_noise_r = nullptr);
478
489Array merge_water_depths(const Array &depth1,
490 const Array &depth2,
491 float k_smooth = 0.f);
492
518Array snow_melting_map(const Array &z,
519 float melt_start_elevation = 0.f,
520 float melt_end_elevation = 0.5f,
521 float elevation_strength = 1.f,
522 float elevation_exp = 1.f,
523 float sun_azimuth = 0.f,
524 float sun_zenith = 60.f,
525 float aspect_strength = 0.f,
526 float slope_exp = 1.f,
527 float slope_strength = 0.f);
528
567Array water_depth_from_mask(const Array &z,
568 const Array &mask,
569 float mask_threshold = 0.f,
570 int iterations_max = 10000,
571 float tolerance = 1e-2f,
572 float omega = 1.8f);
573
598void water_depth_dry_out(Array &water_depth,
599 float dry_out_ratio = 0.5f,
600 const Array *p_mask = nullptr,
601 float depth_max = std::numeric_limits<float>::max());
602
624Array water_depth_increase(const Array &water_depth,
625 const Array &z,
626 float additional_depth);
627
644Array water_mask(const Array &water_depth);
645
668Array water_mask(const Array &water_depth,
669 const Array &z,
670 float additional_depth);
671
672} // namespace hmap
673
674namespace hmap::gpu
675{
676
690Array flow_accumulation_from_velocity_field(const Array &u,
691 const Array &v,
692 int iterations);
693
695Array flow_direction_d8(const Array &z);
696
715Array flow_simulation(const Array &z,
716 float water_depth,
717 const Array &depth_map,
718 int iterations,
719 float dt = 0.5f,
720 bool flux_diffusion = true,
721 float flux_diffusion_strength = 0.01f,
722 float dry_out_ratio = 0.f);
723
724Array flow_simulation_viscous(const Array &z,
725 float water_depth,
726 const Array &depth_map,
727 int iterations,
728 float dt = 0.5f,
729 float dry_out_ratio = 0.f,
730 float viscosity = 1.f,
731 float power = 2.5f);
732
734Array generate_riverbed(const Path &path,
735 glm::ivec2 shape,
736 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f},
737 bool bezier_smoothing = false,
738 float depth_start = 0.01f,
739 float depth_end = 1.f,
740 float slope_start = 64.f,
741 float slope_end = 32.f,
742 float shape_exponent_start = 1.f,
743 float shape_exponent_end = 10.f,
744 float k_smoothing = 0.5f,
745 int post_filter_ir = 0,
746 Array *p_noise_x = nullptr,
747 Array *p_noise_y = nullptr,
748 Array *p_noise_r = nullptr);
749
782Array snow_simulation(const Array &z,
783 float snow_depth,
784 const Array &fall_map,
785 const Array &melting_map,
786 const Array &talus,
787 int iterations,
788 float dt = 0.5f,
789 float fall_iterations_ratio = 1.f,
790 float k_snow = 0.5f,
791 float k_visc = 0.1f,
792 float k_melt_factor = 0.8f,
793 float k_depth_ratio = 1.f,
794 float k_depth_slope_ratio = 1.f,
795 bool post_filter = true,
796 float thermal_talus_ratio = 0.2f);
797
811void water_depth_filter(Array &depth, const Array &z, int ir);
812
813} // namespace hmap::gpu
Declaration of the Array class for 2D floating-point arrays with various mathematical operations and ...
unsigned int uint
Definition array.hpp:14
Definition blending.hpp:186
Definition algebra.hpp:23
void find_flow_apex(const Array &z, std::vector< int > &is, std::vector< int > &js)
Identifies flow apex (source) cells using D8 flow routing.
Definition find_flow_sinks.cpp:10
FlowDirectionMethod
Definition hydrology.hpp:34
Array water_depth_from_mask(const Array &z, const Array &mask, float mask_threshold=0.f, int iterations_max=10000, float tolerance=1e-2f, float omega=1.8f)
Compute water depth over a masked terrain using harmonic interpolation.
Definition water_depth.cpp:65
Array water_depth_increase(const Array &water_depth, const Array &z, float additional_depth)
Simulates the increase in water depth over a terrain.
Definition water_depth.cpp:89
Array flooding_uniform_level(const Array &z, float zref)
Compute water depth for a uniform flooding level.
Definition flooding.cpp:18
Array flow_accumulation_d8(const Array &z)
Computes the flow accumulation for each cell using the D8 flow direction model.
Definition flow_accumulation_d8.cpp:49
Array flooding_from_boundaries(const Array &z, float zref, bool from_east=true, bool from_west=true, bool from_north=true, bool from_south=true)
Compute flooding starting from the lowest boundary points.
Definition flooding.cpp:28
Array d8_compute_ndip(const Array &d8)
Computes the number of drainage paths for each cell based on the D8 flow direction model.
Definition flow_accumulation_d8.cpp:27
Array flow_fixing(const Array &z, float riverbed_talus=0.f, int iterations=5, int prefilter_ir=8, bool carve_riverbed=true, bool smooth_river_bottom=true, float talus_riverbank=0.01f, uint seed=0, float riverbank_noise_ratio=0.f, float merging_distance=8.f, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr)
Definition flow_fixing.cpp:17
Array generate_riverbed(const Path &path, glm::ivec2 shape, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}, bool bezier_smoothing=false, float depth_start=0.01f, float depth_end=1.f, float slope_start=64.f, float slope_end=32.f, float shape_exponent_start=1.f, float shape_exponent_end=10.f, float k_smoothing=0.5f, int post_filter_ir=0, Array *p_noise_x=nullptr, Array *p_noise_y=nullptr, Array *p_noise_r=nullptr)
Generates a 2D array representing a riverbed based on a specified path.
Definition generate_riverbed.cpp:16
Array flooding_lake_system(const Array &z, float surface_threshold=0)
Estimate lake water depths on a terrain by filling depressions.
Definition flooding.cpp:164
void water_depth_dry_out(Array &water_depth, float dry_out_ratio=0.5f, const Array *p_mask=nullptr, float depth_max=std::numeric_limits< float >::max())
Apply a drying factor to a water depth field.
Definition water_depth.cpp:37
Array flow_accumulation_dinf(const Array &z, float talus_ref)
Computes the flow accumulation for each cell using the Multiple Flow Direction (MFD) model.
Definition flow_accumulation_dinf.cpp:35
Array merge_water_depths(const Array &depth1, const Array &depth2, float k_smooth=0.f)
Merge two water depth fields.
Definition water_depth.cpp:21
Array flow_accumulation_dinf_perturbed(const Array &z, float talus_ref, int nsamples, glm::vec2 kw, uint seed, float amp, const Array *p_perturb_scaling=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Computes averaged D-infinity flow accumulation with terrain perturbations.
Definition flow_accumulation_dinf.cpp:110
Array snow_melting_map(const Array &z, float melt_start_elevation=0.f, float melt_end_elevation=0.5f, float elevation_strength=1.f, float elevation_exp=1.f, float sun_azimuth=0.f, float sun_zenith=60.f, float aspect_strength=0.f, float slope_exp=1.f, float slope_strength=0.f)
Generate a spatial snow melting map from terrain features.
Definition snow_simulation.cpp:15
std::vector< Array > flow_direction_dinf(const Array &z, float talus_ref)
Computes the flow direction and weights for each direction using the Multiple Flow Direction (MFD) mo...
Definition flow_accumulation_dinf.cpp:143
Array basin_id(const Array &z, FlowDirectionMethod fd_method=FlowDirectionMethod::FDM_D8, bool remove_lakes=true)
Label drainage basins using a priority-flood algorithm.
Definition basin_id.cpp:14
Path flow_stream(const Array &z, const glm::ivec2 ij_start, const float elevation_ratio=0.5f, const float distance_exponent=2.f, const float upward_penalization=100.f)
Computes the optimal flow path from a starting point to the boundary of a given elevation array.
Definition flow_stream.cpp:46
std::vector< float > flow_direction_dinf_flat(const Array &z, float talus_ref)
Definition flow_accumulation_dinf.cpp:186
Array flow_direction_dinf_angle(const Array &z, float talus_ref)
Computes the flow direction using the Multiple Flow Direction (MFD) model.
Definition flow_accumulation_dinf.cpp:234
Array water_mask(const Array &water_depth)
Generates a binary mask representing water presence.
Definition water_depth.cpp:207
Array flooding_from_point(const Array &z, int i, int j, float depth_min=std::numeric_limits< float >::max())
Flood terrain starting from a single seed point.
Definition flooding.cpp:110
void find_flow_sinks(const Array &z, std::vector< int > &is, std::vector< int > &js)
Identifies the indices of flow sinks within the heightmap.
Definition find_flow_sinks.cpp:32
Array flow_direction_d8(const Array &z)
Computes the flow direction from each cell to its downslope neighbor using the D8 model.
Definition flow_accumulation_d8.cpp:100
Path class for manipulating and analyzing paths in 2D space.