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#!/usr/bin/env python3
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"""Generate the dithered backgrounds for 0xa0.dev.
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python tools/background.py all # every style -> img/bg/
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python tools/background.py attractor # just one
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python tools/background.py flow out.png # explicit destination
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python tools/background.py forest img/bg/forest-2.png 21 # pick a seed
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All procedural, no source photos. Each is Bayer ordered-dithered to a few
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grey levels so it matches the terminal aesthetic and stays small. Drop a new
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PNG into img/bg/ and the site picks it up automatically -- inc/header.php
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enumerates that directory, so nothing else needs editing.
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"""
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import numpy as np
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from PIL import Image
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import sys, os
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W, H = 1400, 875
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OUT = 'img/bg'
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# -- helpers ----------------------------------------------------------
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def vnoise(res, seed, w=W, h=H):
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r = np.random.default_rng(seed).random((res + 1, res + 1))
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im = Image.fromarray((r * 255).astype(np.uint8), 'L').resize((w, h), Image.BICUBIC)
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return np.asarray(im, dtype=np.float64) / 255.0
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def fbm(octaves=5, base=3, seed=1, w=W, h=H):
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o = np.zeros((h, w)); a = 1.0; t = 0.0
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for i in range(octaves):
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o += a * vnoise(base * 2 ** i, seed + i * 101, w, h); t += a; a *= 0.5
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return o / t
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def bayer(n):
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m = np.array([[0.0]]); s = 1
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while s < n:
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m = np.block([[4 * m, 4 * m + 2], [4 * m + 3, 4 * m + 1]]); s *= 2
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return (m + 0.5) / (s * s)
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def calm(strength=0.55, width=0.32, shape=None):
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"""Damp the middle of the frame, where the text column sits."""
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h, w = shape or (H, W)
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_, xx = np.mgrid[0:h, 0:w]
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return (1 - strength) + strength * np.clip(np.abs(xx / w - 0.5) / width, 0, 1) ** 1.3
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def seg(c, x0, y0, x1, y1, val=1.0):
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h, w = c.shape
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n = int(max(abs(x1 - x0), abs(y1 - y0))) + 1
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xs = np.linspace(x0, x1, n).astype(int); ys = np.linspace(y0, y1, n).astype(int)
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ok = (xs >= 0) & (xs < w) & (ys >= 0) & (ys < h)
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np.add.at(c, (ys[ok], xs[ok]), val)
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def dither(v, levels=4, mn=4, lo=6, hi=196, mode='bayer'):
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"""Quantise to `levels` greys.
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mode 'bayer': ordered dither against an n x n Bayer matrix. The matrix
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size caps how many densities are distinguishable -- 4x4 gives 17 steps,
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8x8 gives 65 -- so bigger matrices band far less on smooth gradients at
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the cost of a finer, less chunky texture.
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mode 'fs': Floyd-Steinberg error diffusion. No repeating pattern at all,
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so gradients are smooth and organic, but it loses the woven/print look.
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"""
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v = np.clip(v, 0, 1)
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h, w = v.shape
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if mode == 'fs':
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a = v.copy() * (levels - 1)
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for yy in range(h):
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for xx in range(w):
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old = a[yy, xx]
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new = round(min(max(old, 0), levels - 1))
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err = old - new
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a[yy, xx] = new
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if xx + 1 < w: a[yy, xx + 1] += err * 7 / 16
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if yy + 1 < h:
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if xx: a[yy + 1, xx - 1] += err * 3 / 16
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a[yy + 1, xx] += err * 5 / 16
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if xx + 1 < w: a[yy + 1, xx + 1] += err * 1 / 16
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out = np.clip(a, 0, levels - 1) / (levels - 1)
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else:
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t = bayer(mn); th = np.tile(t, (h // mn + 1, w // mn + 1))[:h, :w]
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s = v * (levels - 1); low = np.floor(s)
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out = np.clip(low + (s - low > th), 0, levels - 1) / (levels - 1)
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g = (lo + out * (hi - lo)).astype(np.uint8)
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return Image.fromarray(g, 'L').convert('P', palette=Image.ADAPTIVE, colors=levels)
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# -- styles -----------------------------------------------------------
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def flow(seed=29):
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"""Particles advected through a noise vector field; the bright filaments
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are where the field converges and thousands of paths pile up."""
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rng = np.random.default_rng(seed)
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ang = fbm(4, 3, seed) * np.pi * 3.0
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c = np.zeros((H, W)); n = 22000
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px = rng.random(n) * W; py = rng.random(n) * H
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for _ in range(240):
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a = ang[np.clip(py.astype(int), 0, H - 1), np.clip(px.astype(int), 0, W - 1)]
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px += np.cos(a) * 1.3; py += np.sin(a) * 1.3
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ok = (px >= 0) & (px < W) & (py >= 0) & (py < H)
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np.add.at(c, (py[ok].astype(int), px[ok].astype(int)), 1.0)
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return np.clip(c / np.percentile(c, 99.5), 0, 1) ** 0.9 * calm() * 0.92, {}
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def attractor(a=-1.7, b=1.8, cc=-1.9, d=-0.4, seed=3):
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"""Clifford attractor: x' = sin(a*y) + c*cos(a*x). The bright edges are
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density caustics where orbits crowd together."""
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rng = np.random.default_rng(seed)
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n = 260000; x = rng.uniform(-2, 2, n); y = rng.uniform(-2, 2, n)
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c = np.zeros((H, W))
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for i in range(70):
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x, y = np.sin(a * y) + cc * np.cos(a * x), np.sin(b * x) + d * np.cos(b * y)
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if i > 8:
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px = ((x + 2.6) / 5.2 * W).astype(int)
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py = ((y + 2.6) / 5.2 * H).astype(int)
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ok = (px >= 0) & (px < W) & (py >= 0) & (py < H)
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np.add.at(c, (py[ok], px[ok]), 1.0)
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return np.clip(c / np.percentile(c, 99.6), 0, 1) ** 0.75 * 0.95, {}
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def truchet(cell=46, seed=5):
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"""Quarter-arc maze tiles. Regular and quiet; genuinely tileable."""
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c = np.zeros((H, W)); rng = np.random.default_rng(seed)
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yy, xx = np.mgrid[0:H, 0:W]
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for gy in range(0, H, cell):
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for gx in range(0, W, cell):
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sl = (slice(gy, min(gy + cell, H)), slice(gx, min(gx + cell, W)))
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ly = yy[sl] - gy; lx = xx[sl] - gx
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if rng.random() < 0.5:
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d1 = np.hypot(lx, ly); d2 = np.hypot(lx - cell, ly - cell)
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else:
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d1 = np.hypot(lx - cell, ly); d2 = np.hypot(lx, ly - cell)
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r = cell / 2.0
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c[sl] = np.maximum(np.clip(1 - np.abs(d1 - r) / 2.0, 0, 1),
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np.clip(1 - np.abs(d2 - r) / 2.0, 0, 1))
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return c * 0.78, {'levels': 3}
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def circuit(seed=13, g=16, traces=150):
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"""PCB-style routed traces at 45/90 degrees, with vias."""
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c = np.zeros((H, W)); rng = np.random.default_rng(seed)
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dirs = [(g, 0), (-g, 0), (0, g), (0, -g), (g, g), (-g, g), (g, -g), (-g, -g)]
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yy, xx = np.mgrid[0:H, 0:W]
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for _ in range(traces):
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x, y = int(rng.integers(0, W // g)) * g, int(rng.integers(0, H // g)) * g
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dx, dy = dirs[int(rng.integers(len(dirs)))]
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for _ in range(int(rng.integers(8, 30))):
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nx, ny = x + dx, y + dy
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if not (0 <= nx < W and 0 <= ny < H):
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break
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seg(c, x, y, nx, ny, 1.0); x, y = nx, ny
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if rng.random() < 0.28:
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dx, dy = dirs[int(rng.integers(len(dirs)))]
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if rng.random() < 0.45:
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c += np.clip(1 - np.abs(np.hypot(xx - x, yy - y) - 3.5) / 1.6, 0, 1) * 0.9
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return np.clip(c, 0, 1) * calm(0.5) * 0.72, {'levels': 3}
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def reaction(seed=9, steps=3800):
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"""Gray-Scott reaction-diffusion. Striking but dense, so it is knocked
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well back in tone to stay readable behind text."""
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gw, gh = 450, 282
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U = np.ones((gh, gw)); V = np.zeros((gh, gw))
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rng = np.random.default_rng(seed)
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for _ in range(26):
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sx, sy = int(rng.integers(12, gw - 12)), int(rng.integers(12, gh - 12))
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U[sy - 5:sy + 5, sx - 5:sx + 5] = 0.5
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V[sy - 5:sy + 5, sx - 5:sx + 5] = 0.25
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Du, Dv, F, k = 0.16, 0.08, 0.0545, 0.062
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def lap(Z):
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return (np.roll(Z, 1, 0) + np.roll(Z, -1, 0)
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+ np.roll(Z, 1, 1) + np.roll(Z, -1, 1) - 4 * Z)
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for _ in range(steps):
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uvv = U * V * V
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U += Du * lap(U) - uvv + F * (1 - U)
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V += Dv * lap(V) + uvv - (F + k) * V
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v = np.clip(V / max(V.max(), 1e-6), 0, 1)
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v = np.asarray(Image.fromarray((v * 255).astype(np.uint8), 'L')
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.resize((W, H), Image.BICUBIC)) / 255.0
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return v ** 1.1 * calm(0.45) * 0.42, {}
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def ridge(seed=900, lines=40):
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"""Stacked ridgelines, Joy Division style."""
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c = np.zeros((H, W))
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for i in range(lines):
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base = H * 0.10 + i * (H * 0.84 / lines)
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prof = fbm(5, 4, seed + i * 7, w=W, h=8)[0]
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amp = (H * 0.84 / lines) * 11.0 * (0.25 + 0.75 * np.exp(-((i / lines - 0.5) ** 2) / 0.055))
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ys = base - (prof - prof.mean()) * amp
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for x in range(W - 1):
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seg(c, x, ys[x], x + 1, ys[x + 1], 1.0)
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return np.clip(c, 0, 1) * 0.85, {'levels': 3}
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def topo(seed=11, bands=16):
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"""Iso-contour map of a fractal-noise height field."""
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h = fbm(6, 3, seed)
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d = np.abs((h * bands) % 1.0 - 0.5)
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return (np.clip(1 - d * 7.0, 0, 1) ** 2.2 * 0.7 + h * 0.12) * calm(0.4), {}
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def _pine(c, cx, base, h, w, val):
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"""One tiered conifer, drawn as rows of spans so the edges stay blocky."""
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fh, fw = c.shape
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top = int(base - h)
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rows = np.arange(max(top, 0), min(int(base), fh))
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if rows.size == 0:
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return
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t = (rows - top) / max(h, 1.0)
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tier = (t * 3.0) % 1.0 # three stacked skirts
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hw = w * (0.10 + 0.90 * t) * (0.55 + 0.45 * tier)
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for r, half in zip(rows, hw):
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x0 = max(int(cx - half), 0); x1 = min(int(cx + half) + 1, fw)
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if x1 > x0:
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c[r, x0:x1] = val
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def forest(seed=4, layers=4):
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"""1-bit pixel-art conifer forest.
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Composition follows the knitwear reference: dark starry sky across the
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top (where the text column sits), a dithered mist band at the horizon,
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then receding layers of pines. Trees are drawn bright against the dark
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sky -- each gets a dark outline pass first, so overlapping trees stay
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separate instead of merging into one white mass. Rendered small and
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upscaled by CSS with image-rendering: pixelated, so it reads as sprite
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art rather than a photo.
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"""
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fw, fh = 760, 475
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rng = np.random.default_rng(seed)
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v = np.zeros((fh, fw))
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y = np.arange(fh)[:, None] / fh
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ones = np.ones((1, fw))
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horizon = 0.66
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# stars, denser toward the top of the sky
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n = 440
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sx = rng.integers(0, fw, n)
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sy = (rng.random(n) ** 2.3 * fh * horizon).astype(int)
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v[sy, sx] = 1.0
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# mist: a narrow glow hugging the horizon, not a wash over the whole
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# middle. The ordered dither turns this band into the scattered
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# transition that the knitwear reference has.
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v = np.maximum(v, np.exp(-((y - horizon) ** 2) / 0.0040) * 0.26 * ones)
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# receding tree layers, far to near. Each tree gets a slightly larger
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# dark pass first so overlapping trees stay separate; the outline hugs
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# the shape rather than overshooting it.
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for d in range(layers):
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f = d / max(layers - 1, 1)
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base = fh * (horizon + 0.02 + 0.34 * f ** 1.2)
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count = int(120 * (1 - 0.80 * f)) + 8
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val = 0.38 + 0.36 * f
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for _ in range(count):
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cx = rng.random() * (fw + 140) - 70
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hgt = (20 + 74 * f ** 1.3) * (0.72 + 0.56 * rng.random())
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wid = hgt * (0.27 + 0.11 * rng.random())
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jitter = (rng.random() - 0.5) * 12 * (0.3 + f)
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_pine(v, cx, base + jitter, hgt * 1.04 + 2, wid * 1.16 + 1.2, 0.0)
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_pine(v, cx, base + jitter, hgt, wid, val)
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# a little ground haze at the very bottom for the nearest trees to sit on
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v = np.maximum(v, np.clip((y - 0.96) / 0.04, 0, 1) * 0.30 * ones)
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return v, {'levels': 2, 'mn': 8, 'hi': 205}
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STYLES = {'flow': flow, 'attractor': attractor, 'truchet': truchet,
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'circuit': circuit, 'reaction': reaction, 'ridge': ridge,
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'topo': topo, 'forest': forest}
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def render(name, dest=None, seed=None):
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v, opts = STYLES[name](seed=seed) if seed is not None else STYLES[name]()
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img = dither(v, **{**{'levels': 4, 'mn': 4}, **opts})
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dest = dest or os.path.join(OUT, name + '.png')
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os.makedirs(os.path.dirname(dest) or '.', exist_ok=True)
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img.save(dest, optimize=True)
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a = np.asarray(img.convert('L'))
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print(" %-10s -> %-22s %3dKB mean=%.0f"
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% (name, dest, os.path.getsize(dest) // 1024, a.mean()))
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if __name__ == '__main__':
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what = sys.argv[1] if len(sys.argv) > 1 else 'all'
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if what == 'all':
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for n in STYLES:
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render(n)
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else:
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dest = sys.argv[2] if len(sys.argv) > 2 else None
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seed = int(sys.argv[3]) if len(sys.argv) > 3 else None
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render(what, dest, seed)
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