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>
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tools/IconForge/render.py
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tools/IconForge/render.py
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"""Software rasterizer for the exported mosswart mesh.
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Loads the JSON dumped by tools/MosswartArt, textures dumped by tools/IconExtract,
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and renders a lit, shaded, supersampled image. Deliberately simple: z-buffer,
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perspective camera, Lambert key/fill/rim + Blinn specular for wet skin.
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"""
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import json, glob, os, math
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import numpy as np
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from PIL import Image
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HERE = os.path.dirname(os.path.abspath(__file__))
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ROOT = os.path.abspath(os.path.join(HERE, "..", ".."))
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TEXDIR = os.path.join(ROOT, "tools", "IconExtract", "bin", "Release", "net10.0", "out")
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# ---------------------------------------------------------------- data loading
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def load_textures(ids):
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out = {}
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for tid in ids:
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hits = glob.glob(os.path.join(TEXDIR, tid + "_*.png"))
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if not hits:
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continue
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im = Image.open(hits[0]).convert("RGBA")
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out[tid] = np.asarray(im, dtype=np.float32) / 255.0
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return out
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def load_mesh(path, parts_filter=None, ignore_transform=False):
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doc = json.load(open(path))
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P, N, UV, TRI, TEX = [], [], [], [], []
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for part in doc["parts"]:
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if parts_filter is not None and part["index"] not in parts_filter:
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continue
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m = np.array(part["m"], dtype=np.float64).reshape(4, 4)
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if ignore_transform:
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m = np.eye(4)
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# System.Numerics Matrix4x4 is row-vector convention: v' = v * M
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rot = m[:3, :3]
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trans = m[3, :3]
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for sub in part["sub"]:
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v = np.array(sub["v"], dtype=np.float64)
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if len(v) == 0:
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continue
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base = len(P)
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pos = v[:, 0:3] @ rot + trans
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nrm = v[:, 3:6] @ rot
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ln = np.linalg.norm(nrm, axis=1, keepdims=True)
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nrm = np.divide(nrm, np.where(ln == 0, 1, ln))
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P.append(pos)
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N.append(nrm)
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UV.append(v[:, 6:8])
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idx = np.array(sub["i"], dtype=np.int64).reshape(-1, 3) + base
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TRI.append(idx)
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TEX += [sub["tex"]] * len(idx)
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return (np.concatenate(P), np.concatenate(N), np.concatenate(UV),
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np.concatenate(TRI), TEX)
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# ---------------------------------------------------------------- math helpers
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def look_at(eye, target, up=np.array([0.0, 0.0, 1.0])):
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f = target - eye
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f = f / np.linalg.norm(f)
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s = np.cross(f, up)
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if np.linalg.norm(s) < 1e-9:
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s = np.cross(f, np.array([0.0, 1.0, 0.0]))
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s = s / np.linalg.norm(s)
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u = np.cross(s, f)
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return np.stack([s, u, -f]) # rows: right, up, back
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def orbit_eye(target, radius, az_deg, el_deg):
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az, el = math.radians(az_deg), math.radians(el_deg)
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return target + radius * np.array([
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math.cos(el) * math.cos(az),
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math.cos(el) * math.sin(az),
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math.sin(el)])
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# ---------------------------------------------------------------- rasterizer
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def render(mesh, textures, size=512, ss=3, az=90.0, el=8.0, fov=26.0,
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target=None, radius=None, fit=1.0,
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key=(-0.45, -0.85, 0.45), rim=(0.7, 0.75, -0.15),
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bg=(0, 0, 0, 0), key_col=(1.06, 1.04, 0.92), amb_top=(0.30, 0.34, 0.24),
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amb_bot=(0.10, 0.10, 0.06), rim_col=(0.55, 0.72, 0.30), spec_pow=26.0,
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spec_amt=0.42, key_cam=None, rim_cam=None, fill_cam=None,
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fill_col=(0.0, 0.0, 0.0), exposure=1.0, gamma=1.0, matcaps=None):
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P, N, UV, TRI, TEX = mesh
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W = size * ss
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if target is None:
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lo, hi = P.min(axis=0), P.max(axis=0)
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target = (lo + hi) / 2.0
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if radius is None:
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ext = np.linalg.norm(P.max(axis=0) - P.min(axis=0))
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radius = ext / (2.0 * math.tan(math.radians(fov) / 2.0)) * fit
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eye = orbit_eye(target, radius, az, el)
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V = look_at(eye, target)
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cam = (P - eye) @ V.T
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ncam = N @ V.T
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f = 1.0 / math.tan(math.radians(fov) / 2.0)
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z = -cam[:, 2]
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z = np.where(z < 1e-6, 1e-6, z)
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sx = (cam[:, 0] * f / z * 0.5 + 0.5) * W
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sy = (1.0 - (cam[:, 1] * f / z * 0.5 + 0.5)) * W
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color = np.zeros((W, W, 3), dtype=np.float32)
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alpha = np.zeros((W, W), dtype=np.float32)
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depth = np.full((W, W), 1e30, dtype=np.float32)
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keyd = np.array(key, dtype=np.float64); keyd /= np.linalg.norm(keyd)
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rimd = np.array(rim, dtype=np.float64); rimd /= np.linalg.norm(rimd)
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keyc = V @ keyd
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rimc = V @ rimd
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# Camera-relative light directions make art direction repeatable across
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# camera angles -- the key stays on the same side of the face regardless
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# of where the model happens to be facing in world space.
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if key_cam is not None:
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keyc = np.array(key_cam, dtype=np.float64); keyc /= np.linalg.norm(keyc)
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if rim_cam is not None:
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rimc = np.array(rim_cam, dtype=np.float64); rimc /= np.linalg.norm(rimc)
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fillc = None
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if fill_cam is not None:
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fillc = np.array(fill_cam, dtype=np.float64); fillc /= np.linalg.norm(fillc)
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viewd = np.array([0.0, 0.0, 1.0])
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half = keyc + viewd
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half = half / np.linalg.norm(half)
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for t in range(len(TRI)):
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i0, i1, i2 = TRI[t]
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x0, y0 = sx[i0], sy[i0]
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x1, y1 = sx[i1], sy[i1]
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x2, y2 = sx[i2], sy[i2]
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area = (x1 - x0) * (y2 - y0) - (x2 - x0) * (y1 - y0)
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if abs(area) < 1e-9:
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continue
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minx = max(int(math.floor(min(x0, x1, x2))), 0)
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maxx = min(int(math.ceil(max(x0, x1, x2))), W - 1)
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miny = max(int(math.floor(min(y0, y1, y2))), 0)
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maxy = min(int(math.ceil(max(y0, y1, y2))), W - 1)
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if minx > maxx or miny > maxy:
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continue
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xs = np.arange(minx, maxx + 1)
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ys = np.arange(miny, maxy + 1)
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gx, gy = np.meshgrid(xs + 0.5, ys + 0.5)
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w0 = ((x1 - gx) * (y2 - gy) - (x2 - gx) * (y1 - gy)) / area
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w1 = ((x2 - gx) * (y0 - gy) - (x0 - gx) * (y2 - gy)) / area
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w2 = 1.0 - w0 - w1
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inside = (w0 >= 0) & (w1 >= 0) & (w2 >= 0)
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if not inside.any():
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continue
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zt = w0 * z[i0] + w1 * z[i1] + w2 * z[i2]
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sub = depth[miny:maxy + 1, minx:maxx + 1]
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closer = inside & (zt < sub)
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if not closer.any():
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continue
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u = w0 * UV[i0, 0] + w1 * UV[i1, 0] + w2 * UV[i2, 0]
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v = w0 * UV[i0, 1] + w1 * UV[i1, 1] + w2 * UV[i2, 1]
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nx = w0 * ncam[i0, 0] + w1 * ncam[i1, 0] + w2 * ncam[i2, 0]
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ny = w0 * ncam[i0, 1] + w1 * ncam[i1, 1] + w2 * ncam[i2, 1]
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nz = w0 * ncam[i0, 2] + w1 * ncam[i1, 2] + w2 * ncam[i2, 2]
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nl = np.sqrt(nx * nx + ny * ny + nz * nz)
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nl = np.where(nl == 0, 1, nl)
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nx, ny, nz = nx / nl, ny / nl, nz / nl
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# two-sided: AC meshes are frequently single-sided but authored either way
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flip = nz < 0
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nx = np.where(flip, -nx, nx); ny = np.where(flip, -ny, ny); nz = np.where(flip, -nz, nz)
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tex = textures.get(TEX[t])
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if tex is None:
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rgb = np.ones(u.shape + (3,), dtype=np.float32) * 0.6
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ta = np.ones(u.shape, dtype=np.float32)
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else:
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th, tw = tex.shape[0], tex.shape[1]
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fu = (u % 1.0) * (tw - 1)
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fv = (v % 1.0) * (th - 1)
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u0 = np.clip(np.floor(fu).astype(np.int32), 0, tw - 1)
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v0 = np.clip(np.floor(fv).astype(np.int32), 0, th - 1)
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u1 = np.clip(u0 + 1, 0, tw - 1)
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v1 = np.clip(v0 + 1, 0, th - 1)
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du = (fu - u0)[..., None]
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dv = (fv - v0)[..., None]
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texel = (tex[v0, u0] * (1 - du) * (1 - dv) + tex[v0, u1] * du * (1 - dv)
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+ tex[v1, u0] * (1 - du) * dv + tex[v1, u1] * du * dv)
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rgb = texel[..., :3]
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ta = texel[..., 3]
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ndl = np.clip(nx * keyc[0] + ny * keyc[1] + nz * keyc[2], 0, 1)
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ndr = np.clip(nx * rimc[0] + ny * rimc[1] + nz * rimc[2], 0, 1) ** 2.4
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up = np.clip(nz * 0.35 + 0.65, 0, 1)
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amb = (np.array(amb_bot)[None, None, :] +
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(np.array(amb_top) - np.array(amb_bot))[None, None, :] * up[..., None])
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ndh = np.clip(nx * half[0] + ny * half[1] + nz * half[2], 0, 1)
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spec = (ndh ** spec_pow) * spec_amt * ndl
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lightsum = amb + np.array(key_col)[None, None, :] * ndl[..., None]
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if fillc is not None:
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ndf = np.clip(nx * fillc[0] + ny * fillc[1] + nz * fillc[2], 0, 1)
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lightsum = lightsum + np.array(fill_col)[None, None, :] * ndf[..., None]
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lit = (rgb * lightsum
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+ np.array(rim_col)[None, None, :] * ndr[..., None]
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+ spec[..., None]) * exposure
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if gamma != 1.0:
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lit = np.clip(lit, 0, None) ** gamma
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# Metal: a Lambert term cannot produce chrome, because chrome is almost
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# entirely reflection. Sample a matcap by the camera-space normal instead.
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mc = matcaps.get(TEX[t]) if matcaps else None
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if mc is not None:
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mh, mw = mc.shape[0], mc.shape[1]
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mu = np.clip((nx * 0.5 + 0.5) * (mw - 1), 0, mw - 1).astype(np.int32)
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mv = np.clip((1.0 - (ny * 0.5 + 0.5)) * (mh - 1), 0, mh - 1).astype(np.int32)
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lit = mc[mv, mu][..., :3] * exposure
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ta = np.ones(u.shape, dtype=np.float32)
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m = closer & (ta > 0.35)
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if not m.any():
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continue
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ys_i, xs_i = np.nonzero(m)
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color[miny + ys_i, minx + xs_i] = lit[ys_i, xs_i]
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alpha[miny + ys_i, minx + xs_i] = 1.0
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depth[miny + ys_i, minx + xs_i] = zt[ys_i, xs_i]
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rgba = np.concatenate([np.clip(color, 0, 1), alpha[..., None]], axis=2)
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img = Image.fromarray((rgba * 255).astype(np.uint8), "RGBA")
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return img.resize((size, size), Image.LANCZOS)
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def all_texture_ids(path):
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doc = json.load(open(path))
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return sorted({s["tex"] for p in doc["parts"] for s in p["sub"]})
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