"""Top-down PIL renderer for the 2D CLEVRER-lite world. Sphere -> shaded disc with a specular highlight Cube -> rotated square with beveled edges Cylinder-> ring (dark side + lighter top face), as seen from above Metal -> brighter material with a strong specular; rubber is matte. """ import numpy as np from PIL import Image, ImageDraw from . import config _LIGHT = np.array([-0.6, -0.8]) # light comes from top-left def _shade(rgb, factor): return tuple(int(min(255, max(0, c * factor))) for c in rgb) def _background(size): top = np.array([128.0, 128.0, 133.0]) bot = np.array([100.0, 100.0, 106.0]) rows = np.linspace(0.0, 1.0, size)[:, None] grad = top[None, :] * (1.0 - rows) + bot[None, :] * rows # (size, 3) arr = np.repeat(grad[:, None, :], size, axis=1) # (size, size, 3) return arr.astype(np.uint8) def render(bodies, size: int = 128, half: float = config.WORLD_HALF) -> np.ndarray: """Render a list of Body objects into an (size, size, 3) uint8 array.""" ss = 2 # 2x supersampling for anti-aliasing S = size * ss scale = S / (2.0 * half) def to_px(p): return (p[0] + half) * scale, (half - p[1]) * scale # flip y: +y is "behind" img = Image.fromarray(_background(S), "RGB") # ---- soft ground shadows (drawn on an RGBA overlay) ---- shadow = Image.new("RGBA", (S, S), (0, 0, 0, 0)) sd = ImageDraw.Draw(shadow) off = 0.05 * scale for b in bodies: cx, cy = to_px(b.pos) r = b.radius * scale sd.ellipse([cx - r + off, cy - r + off * 0.5, cx + r + off, cy + r + off * 0.5], fill=(15, 15, 20, 60)) img = Image.alpha_composite(img.convert("RGBA"), shadow).convert("RGB") d = ImageDraw.Draw(img) spec = Image.new("RGBA", (S, S), (0, 0, 0, 0)) spd = ImageDraw.Draw(spec) for b in sorted(bodies, key=lambda x: -x.radius): base = np.array(config.COLORS[b.color], dtype=float) if b.material == "metal": base = np.clip(base * 1.25 + 28, 0, 255) base = tuple(int(c) for c in base) cx, cy = to_px(b.pos) r = b.radius * scale if b.shape == "sphere": d.ellipse([cx - r, cy - r, cx + r, cy + r], fill=_shade(base, 0.72)) d.ellipse([cx - 0.92 * r, cy - 0.92 * r, cx + 0.92 * r, cy + 0.92 * r], fill=base) hi_a = 210 if b.material == "metal" else 90 spd.ellipse([cx - 0.45 * r, cy - 0.55 * r, cx - 0.05 * r, cy - 0.15 * r], fill=(255, 255, 255, hi_a)) elif b.shape == "cube": hs = r * 0.88 # half side s.t. area ~ circle ang = b.angle ca, sa = np.cos(ang), np.sin(ang) corners = [] for dx, dy in ((-1, -1), (1, -1), (1, 1), (-1, 1)): corners.append((cx + hs * (dx * ca - dy * sa), cy + hs * (dx * sa + dy * ca))) d.polygon(corners, fill=base) # bevel: edges facing the light are bright, others dark for k in range(4): a_, b_ = corners[k], corners[(k + 1) % 4] ex, ey = b_[0] - a_[0], b_[1] - a_[1] ln = np.hypot(ex, ey) + 1e-9 nx, ny = -ey / ln, ex / ln # outward normal (polygon is CCW on screen) if nx * _LIGHT[0] + ny * _LIGHT[1] < 0: col = _shade(base, 1.45 if b.material == "metal" else 1.22) else: col = _shade(base, 0.55) d.line([a_, b_], fill=col, width=max(2, int(0.06 * r))) else: # cylinder seen from above: dark rim + lighter top face d.ellipse([cx - r, cy - r, cx + r, cy + r], fill=_shade(base, 0.62)) d.ellipse([cx - 0.78 * r, cy - 0.78 * r, cx + 0.78 * r, cy + 0.78 * r], fill=base) spd.ellipse([cx - 0.5 * r, cy - 0.55 * r, cx - 0.1 * r, cy - 0.2 * r], fill=(255, 255, 255, 200 if b.material == "metal" else 70)) img = Image.alpha_composite(img.convert("RGBA"), spec).convert("RGB") # downsample for anti-aliasing img = img.resize((size, size), Image.LANCZOS) return np.asarray(img, dtype=np.uint8)