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414dc55 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 | """Procedural pixel-art renderer (Pillow).
Draws noir character portraits, room scenes, and evidence props on a small grid and
upscales with nearest-neighbour for crisp Terraria-style pixels. Fully deterministic
from a key + descriptor, so the same suspect always looks the same, and zero AI model
runs to draw them - it is the only visual path.
"""
from __future__ import annotations
from PIL import Image
from ..schemas.visual import VisualDescriptor
from .palette import Palette, build_palette, seed_from
CELL = 12
PORTRAIT_W, PORTRAIT_H = 22, 26
SCENE_W, SCENE_H = 40, 24
PROP_W, PROP_H = 16, 16
RGBA = tuple[int, int, int, int]
_LIPSTICK: RGBA = (178, 64, 78, 255) # female lip colour, distinct from male
def _grid(w: int, h: int, fill: RGBA) -> tuple[Image.Image, object]:
img = Image.new("RGBA", (w, h), fill)
return img, img.load()
def _upscale(img: Image.Image, frame: RGBA | None = None) -> Image.Image:
big = img.resize((img.width * CELL, img.height * CELL), Image.NEAREST)
if frame is not None:
px = big.load()
for x in range(big.width):
px[x, 0] = frame
px[x, big.height - 1] = frame
for y in range(big.height):
px[0, y] = frame
px[big.width - 1, y] = frame
return big
# Frame order in the animation sheet. CSS plays these via background-position steps.
PORTRAIT_FRAMES: tuple[str, ...] = ("neutral", "blink", "talk")
def _draw_portrait_frame(px, ox: int, pal: Palette, seed: int, descriptor: VisualDescriptor,
variant: str) -> None: # type: ignore[no-untyped-def]
"""Draw one portrait frame into a sheet starting at column ``ox``.
Body/head/hat are identical across frames; only eyes (blink) and mouth (talk)
differ, so the animation reads as the same person."""
cx = PORTRAIT_W // 2
def put(x: int, y: int, c: RGBA) -> None:
if 0 <= x < PORTRAIT_W and 0 <= y < PORTRAIT_H:
px[ox + x, y] = c
def sym(x: int, y: int, c: RGBA) -> None:
put(x, y, c)
put(PORTRAIT_W - 1 - x, y, c)
for row, y in enumerate(range(PORTRAIT_H - 8, PORTRAIT_H)):
for x in range(cx - 4 - row, cx + 1):
sym(x, y, pal.cloth)
for y in range(PORTRAIT_H - 7, PORTRAIT_H - 2):
sym(cx - 2, y, pal.cloth_dark)
for y in range(PORTRAIT_H - 7, PORTRAIT_H - 4):
sym(cx - 1, y, pal.parchment)
for y in range(PORTRAIT_H - 7, PORTRAIT_H - 3):
put(cx, y, pal.accent)
put(cx - 1, y, pal.accent)
head_top, head_h, hw = 7, 9, 4 + ((seed >> 5) & 1)
for y in range(head_top + head_h - 1, head_top + head_h + 1):
sym(cx - 1, y, pal.skin)
for y in range(head_top, head_top + head_h):
narrow = 1 if y in (head_top, head_top + head_h - 1) else 0
for x in range(cx - hw + narrow, cx + 1):
sym(x, y, pal.skin)
female = (descriptor.gender or "").lower().startswith("f")
if female:
# Full, long hair: a crown over the head, TWO columns flowing down each side past
# the jaw onto the shoulders, and a soft fringe - an unmistakably feminine look.
for y in range(head_top - 2, head_top + 1): # crown
for x in range(cx - hw - 1, cx + 1):
sym(x, y, pal.hair)
for y in range(head_top, head_top + head_h + 4): # long sides (two strands)
sym(cx - hw - 1, y, pal.hair)
sym(cx - hw - 2, y, pal.hair)
for x in range(cx - hw, cx): # fringe across the brow
sym(x, head_top, pal.hair)
else:
has_hat = (seed >> 7) % 10 < 7
if has_hat:
brim_y = head_top - 1
for x in range(cx - hw - 2, cx + 1):
sym(x, brim_y, pal.ink)
for y in range(head_top - 4, brim_y):
for x in range(cx - hw + 1, cx + 1):
sym(x, y, pal.cloth_dark)
for x in range(cx - hw + 1, cx + 1):
sym(x, brim_y - 1, pal.accent)
for x in range(cx - hw + 1, cx + 1):
sym(x, head_top, pal.ink)
else:
for x in range(cx - hw, cx + 1):
sym(x, head_top - 1, pal.hair)
sym(x, head_top, pal.hair)
sym(cx - hw, head_top + 1, pal.hair)
# Eyes: open (ink dot) or closed on the blink frame (eyelid line). Female suspects
# get a longer lash hint.
eye_y = head_top + 4
if variant == "blink":
sym(cx - 3, eye_y, pal.skin)
sym(cx - 4, eye_y, pal.cloth_dark)
sym(cx - 2, eye_y, pal.cloth_dark)
else:
sym(cx - 3, eye_y, pal.ink)
if female:
sym(cx - 4, eye_y, pal.ink) # lash
grim = (descriptor.mood or "") in {"imperious", "anxious", "guarded", "nervous"}
sym(cx - 3, eye_y - 1, pal.ink if grim else pal.skin)
# Mouth: lipstick (reddish, wider) for female; muted for male. Open on the talk frame.
mouth_y = head_top + head_h - 2
lips = _LIPSTICK if female else pal.cloth_dark
if variant == "talk":
sym(cx - 1, mouth_y, pal.ink)
sym(cx - 1, mouth_y + 1, lips)
if female:
sym(cx - 2, mouth_y + 1, lips)
else:
sym(cx - 1, mouth_y, lips)
if female:
sym(cx - 2, mouth_y, lips)
def render_portrait(descriptor: VisualDescriptor | None, key: str) -> Image.Image:
descriptor = descriptor or VisualDescriptor(subject_type="suspect") # type: ignore[arg-type]
seed = seed_from(key, descriptor.mood or "", descriptor.accent_color or "")
pal = build_palette(seed, descriptor.accent_color)
img, px = _grid(PORTRAIT_W, PORTRAIT_H, pal.bg)
_draw_portrait_frame(px, 0, pal, seed, descriptor, "neutral")
return _upscale(img, frame=pal.accent)
def render_portrait_sheet(descriptor: VisualDescriptor | None, key: str) -> Image.Image:
"""A horizontal sheet of the animation frames (neutral, blink, talk) for CSS
sprite-sheet playback. Transparent background so it layers over the room scene."""
descriptor = descriptor or VisualDescriptor(subject_type="suspect") # type: ignore[arg-type]
seed = seed_from(key, descriptor.mood or "", descriptor.accent_color or "")
pal = build_palette(seed, descriptor.accent_color)
n = len(PORTRAIT_FRAMES)
img, px = _grid(PORTRAIT_W * n, PORTRAIT_H, (0, 0, 0, 0))
for i, variant in enumerate(PORTRAIT_FRAMES):
_draw_portrait_frame(px, i * PORTRAIT_W, pal, seed, descriptor, variant)
return img.resize((img.width * CELL, img.height * CELL), Image.NEAREST)
# Distinct room moods: (wall, floor, extra-prop accent). Picked by seed so each
# room reads differently - a green baize lounge, a wood office, a tiled kitchen, etc.
_ROOM_TINTS: tuple[tuple[RGBA, RGBA], ...] = (
((38, 32, 27, 255), (28, 22, 17, 255)), # warm wood
((28, 40, 36, 255), (18, 28, 24, 255)), # green baize
((30, 34, 46, 255), (20, 23, 33, 255)), # cool slate
((46, 30, 30, 255), (30, 18, 18, 255)), # red velvet
((42, 40, 30, 255), (28, 26, 18, 255)), # brass / sepia
((34, 34, 38, 255), (22, 22, 26, 255)), # grey stone
)
def _shade(color: RGBA, factor: float) -> RGBA:
return (int(color[0] * factor), int(color[1] * factor), int(color[2] * factor), 255)
def _draw_window(put, x: int, pal: Palette) -> None: # type: ignore[no-untyped-def]
for y in range(4, 13):
for x2 in range(x, x + 8):
lit = y == 8 or x2 == x + 4
put(x2, y, (12, 14, 22, 255) if lit else (60, 74, 102, 255))
def _draw_desk(put, x: int, floor_y: int, pal: Palette) -> None: # type: ignore[no-untyped-def]
top = floor_y - 5
for xx in range(x, x + 11):
put(xx, top, (96, 66, 38, 255))
put(xx, top + 1, (70, 48, 28, 255))
for leg in (x + 1, x + 9):
for yy in range(top + 2, floor_y):
put(leg, yy, (54, 36, 22, 255))
put(x + 8, top - 1, pal.accent) # a lamp/object on the desk
def _draw_bar(put, x: int, floor_y: int, pal: Palette) -> None: # type: ignore[no-untyped-def]
top = floor_y - 6
for yy in range(top, floor_y):
for xx in range(x, x + 13):
put(xx, yy, (60, 42, 30, 255))
for xx in range(x, x + 13):
put(xx, top, (110, 80, 50, 255))
for i, bottle in enumerate(range(x + 1, x + 12, 2)):
put(bottle, top - 1, ((90, 150, 120, 255), (140, 90, 70, 255), pal.accent)[i % 3])
put(bottle, top - 2, (40, 40, 50, 255))
def _draw_shelf(put, x: int, floor_y: int, pal: Palette) -> None: # type: ignore[no-untyped-def]
for shelf in range(floor_y - 10, floor_y, 3):
for xx in range(x, x + 9):
put(xx, shelf, (70, 50, 32, 255))
for i, bx in enumerate(range(x, x + 9)):
put(bx, shelf - 1, ((150, 80, 60, 255), (80, 110, 140, 255), (110, 140, 90, 255),
pal.accent)[i % 4])
put(bx, shelf - 2, _shade(((150, 80, 60, 255), (80, 110, 140, 255),
(110, 140, 90, 255), pal.accent)[i % 4], 0.7))
def _draw_piano(put, x: int, floor_y: int, pal: Palette) -> None: # type: ignore[no-untyped-def]
top = floor_y - 7
for yy in range(top, floor_y):
for xx in range(x, x + 12):
put(xx, yy, (24, 22, 26, 255))
for xx in range(x + 1, x + 11):
put(xx, top + 2, (220, 215, 205, 255) if xx % 2 else (30, 28, 32, 255))
def _draw_plant(put, x: int, floor_y: int, pal: Palette) -> None: # type: ignore[no-untyped-def]
for yy in range(floor_y - 3, floor_y):
for xx in range(x, x + 3):
put(xx, yy, (90, 60, 40, 255))
for dx, dy in ((1, -4), (0, -5), (2, -5), (1, -6), (0, -7), (2, -7)):
put(x + dx, floor_y - 3 + dy, (70, 120, 70, 255))
_FURNITURE = (_draw_desk, _draw_bar, _draw_shelf, _draw_piano, _draw_plant)
def render_scene(name: str, key: str, accent_hex: str | None = None) -> Image.Image:
seed = seed_from("scene", key, name)
pal = build_palette(seed, accent_hex)
wall, floor = _ROOM_TINTS[seed % len(_ROOM_TINTS)]
img, px = _grid(SCENE_W, SCENE_H, wall)
floor_y = SCENE_H - 4
def put(x: int, y: int, c: RGBA) -> None:
if 0 <= x < SCENE_W and 0 <= y < SCENE_H:
px[x, y] = c
# Wall with gentle top-down shading.
for y in range(floor_y):
s = max(0.55, 1.0 - y / (SCENE_H * 2.2))
for x in range(SCENE_W):
put(x, y, _shade(wall, s))
# 1-2 windows at seed-chosen positions.
_draw_window(put, 4 + (seed % 5), pal)
if (seed >> 4) % 2:
_draw_window(put, 26 + ((seed >> 6) % 6), pal)
# A framed painting sometimes.
if (seed >> 8) % 2:
fx = 18 + (seed % 4)
for yy in range(5, 10):
for xx in range(fx, fx + 5):
put(xx, yy, pal.accent if (yy in (5, 9) or xx in (fx, fx + 4)) else (52, 60, 80, 255))
# Floor.
for y in range(floor_y, SCENE_H):
for x in range(SCENE_W):
put(x, y, floor if (x + y) % 2 or y > floor_y else _shade(floor, 1.25))
for x in range(SCENE_W):
put(x, floor_y - 1, pal.accent) # baseboard trim
# Two distinct furniture motifs.
pick_a = _FURNITURE[seed % len(_FURNITURE)]
pick_b = _FURNITURE[(seed >> 3) % len(_FURNITURE)]
pick_a(put, 3, floor_y, pal)
if pick_b is not pick_a:
pick_b(put, 25, floor_y, pal)
return _upscale(img)
def render_prop(name: str, key: str, accent_hex: str | None = None) -> Image.Image:
seed = seed_from("prop", key, name)
pal = build_palette(seed, accent_hex)
img, px = _grid(PROP_W, PROP_H, (0, 0, 0, 0))
def put(x: int, y: int, c: RGBA) -> None:
if 0 <= x < PROP_W and 0 <= y < PROP_H:
px[x, y] = c
# A folded document card.
for y in range(2, PROP_H - 2):
for x in range(3, PROP_W - 3):
put(x, y, pal.parchment)
for x in range(3, PROP_W - 3):
put(x, 2, pal.ink)
put(x, PROP_H - 3, pal.ink)
for y in range(2, PROP_H - 2):
put(3, y, pal.ink)
put(PROP_W - 4, y, pal.ink)
# Folded corner + accent wax seal.
put(PROP_W - 4, 2, pal.cloth_dark)
put(PROP_W - 5, 3, pal.cloth_dark)
for y in range(5, 9):
for x in range(5, PROP_W - 5):
if (x + y) % 2 == 0:
put(x, y, (90, 80, 60, 255))
put(PROP_W - 6, PROP_H - 5, pal.accent)
put(PROP_W - 7, PROP_H - 5, pal.accent)
return _upscale(img)
def palette_for(descriptor: VisualDescriptor | None, key: str) -> Palette:
seed = seed_from(key, (descriptor.mood if descriptor else "") or "")
return build_palette(seed, descriptor.accent_color if descriptor else None)
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