feat: mosswart client icon and Asheron's Call-inspired launcher icon

acdream had no application icon on either executable. Two marks now ship,
built from the game's own material rather than drawn freehand:

* Client - the retail mosswart head. Not an illustration of one: the actual
  creature mesh (Setup 0x02000B4F part 14, skin atlas 0x05001E11,
  ClothingBase 0x10000344) read out of client_portal.dat through acdream's
  own GfxObjMesh/SetupMesh port, then smoothed, lit and graded. Palette
  values are sampled from that texture, including the mustard belly the
  Mosswart lore calls a "foul yellow".

* Launcher - a forged ring enclosing a barbed crescent, rebuilt from
  measurements of the retail wordmark and the acclient.exe icon resource.
  An original construction in the same visual language, not a copy of the
  trademarked logo. Its warm field matches the retail client icon.

Three techniques carry the render quality, all in tools/IconForge:

* PN-triangle tessellation (smooth.py). The retail head is 104 triangles
  and renders faceted. Each triangle becomes a cubic Bezier patch built
  from its own corner positions and normals, so the silhouette genuinely
  rounds rather than merely shading smoothly - and it needs no mesh
  connectivity, which matters because UV seams would otherwise pull apart.
  Normals are welded across coincident positions first, but only within a
  crease angle, so ear fins and tusk edges stay sharp.

* Matcaps (ring.py). A Lambert rasterizer cannot produce chrome, because
  chrome is almost entirely reflection and there is nothing here to
  reflect. Sampling a lit-sphere image by the camera-space normal is the
  standard stand-in for an environment map.

* Distance-transform bevelling (chisel.py). Flat shapes become chiselled
  metal by treating distance-to-edge as height. The height field is
  blurred before differentiating; without that the medial axis of each
  stroke shows through as a hatched ridge.

Two facts worth recording, both discovered the hard way. Creature Setups
define no upright pose in PlacementFrames, so the exporter must be handed
the weenie's MotionTable id or all 17 parts stack on the origin. And a
mosswart's eyes sit on the sides of the skull like a frog's, so a dead-on
frontal turns them edge-on and the face stops reading as a mosswart at all;
the hero angle is az 266 / el 32.

Wiring: <ApplicationIcon> gives each executable its PE icon. The client's
runtime window icon is embedded rather than copied beside the binary - a
window icon has no sensible fallback if the file goes missing, and
embedding survives single-file publish. WindowIconLoaderTests guards the
resource names, which are coupled to LogicalName in the csproj by string
alone and would otherwise fail only as a silently icon-less window.

Both halves of the pipeline are deterministic and reproduce the committed
PNGs byte-for-byte, so an accidental edit shows up as a diff.

Solution builds clean; 14,378 tests pass on the standard hermetic lane
filter, 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-20 14:42:10 +02:00
parent 4d84456c21
commit a1ffe77af4
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"""Turn any flat 2D shape into chiselled metal.
The Asheron's Call wordmark is bevelled chrome letterforms. The cheap, accurate
way to fake that from a silhouette: take the distance transform of the mask,
treat distance-to-edge as height with a bevel profile, derive surface normals
from the height gradient, then shade those normals through the same matcap the
3D ring uses -- so letter and ring are lit by the same imaginary environment.
"""
import numpy as np
from PIL import Image, ImageDraw, ImageFilter
from scipy.ndimage import distance_transform_edt, gaussian_filter
def bevel_normals(mask, bevel_px=26, profile="chisel", plateau=0.0):
"""mask: HxW float 0..1. Returns (normals HxWx3, height HxW)."""
inside = mask > 0.5
d = distance_transform_edt(inside).astype(np.float32)
t = np.clip(d / max(bevel_px, 1e-6), 0, 1)
if profile == "round":
h = np.sqrt(np.clip(1 - (1 - t) ** 2, 0, 1))
elif profile == "flat":
h = t
else: # chisel: linear ramp to a flat top -- sharp facet break
h = np.clip(t / max(1e-6, (1 - plateau)), 0, 1)
# The distance transform has a crease along the medial axis of every stroke;
# differentiating it raw produces a visible hatched ridge. Smooth the height
# field first -- it costs nothing and removes the artefact entirely.
h = gaussian_filter(h, sigma=max(bevel_px * 0.16, 0.8))
gy, gx = np.gradient(h * bevel_px)
nx, ny, nz = -gx, -gy, np.ones_like(h)
ln = np.sqrt(nx * nx + ny * ny + nz * nz)
n = np.stack([nx / ln, ny / ln, nz / ln], axis=-1)
return n, h
def shade(mask, matcap, bevel_px=26, profile="chisel", plateau=0.35,
ao=0.35, exposure=1.0, tilt=(0.0, 0.0)):
"""Shade a mask as metal. Returns an RGBA image."""
n, h = bevel_normals(mask, bevel_px, profile, plateau)
nx = np.clip(n[..., 0] + tilt[0], -1, 1)
ny = np.clip(n[..., 1] + tilt[1], -1, 1)
mh, mw = matcap.shape[0], matcap.shape[1]
mu = np.clip((nx * 0.5 + 0.5) * (mw - 1), 0, mw - 1).astype(np.int32)
mv = np.clip((1.0 - (ny * 0.5 + 0.5)) * (mh - 1), 0, mh - 1).astype(np.int32)
rgb = matcap[mv, mu][..., :3] * exposure
# darken the bevel skirt so the form reads as raised
rgb = rgb * (1.0 - ao * (1.0 - h))[..., None]
a = np.clip(mask, 0, 1)
out = np.concatenate([np.clip(rgb, 0, 1), a[..., None]], axis=2)
return Image.fromarray((out * 255).astype(np.uint8), "RGBA")
# --------------------------------------------------------------- letterforms
def letter_from_font(ch="A", size=1024, font_path=r"C:\Windows\Fonts\palab.ttf",
fill=0.86):
"""Render a glyph to a mask. A real serif gives correct counters and serifs;
the chisel pass supplies the forged-metal reading."""
from PIL import ImageFont
S = 3
W = size * S
lo, hi = 10, W * 3
best = None
while lo <= hi:
mid = (lo + hi) // 2
f = ImageFont.truetype(font_path, mid)
box = f.getbbox(ch)
w, h = box[2] - box[0], box[3] - box[1]
if max(w, h) <= W * fill:
best = (mid, box); lo = mid + 1
else:
hi = mid - 1
px, box = best
f = ImageFont.truetype(font_path, px)
img = Image.new("L", (W, W), 0)
d = ImageDraw.Draw(img)
w, h = box[2] - box[0], box[3] - box[1]
d.text(((W - w) / 2 - box[0], (W - h) / 2 - box[1]), ch, font=f, fill=255)
return np.asarray(img.resize((size, size), Image.LANCZOS), dtype=np.float32) / 255.0
def letter_A(size=1024, weight=1.0, serif=1.0):
"""A hand-built chiselled 'A' -- angular, sharp apex, flared serif feet.
Hand-built rather than set from a system font: full control over the barbed
terminals that make the AC wordmark look forged, and no font licence riding
along in a project logo.
"""
S = 4 # supersample
W = size * S
img = Image.new("L", (W, W), 0)
d = ImageDraw.Draw(img)
def P(pts):
return [(int(x / 1000 * W), int(y / 1000 * W)) for x, y in pts]
w = 105 * weight
apex_y, foot_y = 70, 880
# two tapered strokes meeting at the apex
left = [(500 - w * 0.28, apex_y), (500 + w * 0.42, apex_y),
(330 + w * 0.55, foot_y), (330 - w * 0.62, foot_y)]
right = [(500 + w * 0.28, apex_y), (500 - w * 0.42, apex_y),
(670 - w * 0.55, foot_y), (670 + w * 0.62, foot_y)]
d.polygon(P(left), fill=255)
d.polygon(P(right), fill=255)
# crossbar, dipped in the middle like the AC wordmark's angular bar
d.polygon(P([(300, 646), (700, 646), (700, 646 + 74), (300, 646 + 74)]), fill=255)
# flared serif feet -- barbed, wider on the outside
sf = 96 * serif
d.polygon(P([(330 - w * 0.62, foot_y), (330 + w * 0.55, foot_y),
(330 + w * 0.55 + sf * 0.35, foot_y + 62),
(330 - w * 0.62 - sf, foot_y + 62),
(330 - w * 0.62 - sf * 1.45, foot_y + 20)]), fill=255)
d.polygon(P([(670 + w * 0.62, foot_y), (670 - w * 0.55, foot_y),
(670 - w * 0.55 - sf * 0.35, foot_y + 62),
(670 + w * 0.62 + sf, foot_y + 62),
(670 + w * 0.62 + sf * 1.45, foot_y + 20)]), fill=255)
# apex spur
d.polygon(P([(500, 34), (500 + w * 0.60, 158), (500 - w * 0.60, 158)]), fill=255)
img = img.resize((size, size), Image.LANCZOS)
return np.asarray(img, dtype=np.float32) / 255.0
def arch_mask(size=1024, R=0.66, thick=0.155, leg_bottom=0.86, wob_seed=5):
"""A standing portal arch: half-ring on two legs that thicken toward the floor."""
y, x = np.mgrid[0:size, 0:size].astype(np.float32)
x = (x / (size - 1)) * 2 - 1
y = (y / (size - 1)) * 2 - 1
cy = -0.10
r = np.sqrt(x * x + (y - cy) ** 2)
th = np.arctan2(y - cy, x)
wob = 0.018 * np.sin(7.0 * th + 1.3) + 0.012 * np.sin(13.0 * th + 0.4)
band = np.abs(r - (R + wob)) < thick / 2
upper = band & (y <= cy)
# legs flare as they descend, like a forged post set into a plinth
flare = thick / 2 * (1.0 + 0.55 * np.clip((y - cy) / max(leg_bottom - cy, 1e-6), 0, 1) ** 1.6)
legs = (np.abs(np.abs(x) - R) < flare) & (y > cy) & (y < leg_bottom)
plinth = (np.abs(y - (leg_bottom + thick * 0.34)) < thick * 0.42) & (np.abs(x) < R + thick * 1.5)
m = (upper | legs | plinth).astype(np.float32)
im = Image.fromarray((m * 255).astype(np.uint8), "L").filter(ImageFilter.GaussianBlur(1.2))
return np.asarray(im, dtype=np.float32) / 255.0
def bone_matcap(size=512):
"""Ivory tusk: warm, waxy, low-frequency highlight rather than mirror."""
yy, xx = np.mgrid[0:size, 0:size].astype(np.float32)
x = (xx / (size - 1)) * 2 - 1
y = 1 - (yy / (size - 1)) * 2
r2 = x * x + y * y
inside = (r2 <= 1.0).astype(np.float32)
lam = np.clip(0.30 + 0.72 * (y * 0.55 + 0.55), 0, 1.4)
warm = np.array([1.00, 0.965, 0.865], dtype=np.float32)
base = lam[..., None] * warm
base = base + 0.42 * np.exp(-(((x + 0.30) ** 2 + (y - 0.42) ** 2)) / 0.075)[..., None]
# subsurface warmth low down
base = base + 0.20 * np.clip(-y, 0, 1)[..., None] * np.array([0.62, 0.46, 0.28], dtype=np.float32)
base = base * (1.0 - 0.30 * np.clip((r2 - 0.60) / 0.40, 0, 1))[..., None]
return np.concatenate([np.clip(base, 0, 1.4), inside[..., None]], axis=2).astype(np.float32)