#!/usr/bin/env python3 """ gen_icon.py — build the app icon as a PNG with no external image library. The mark: a dark rounded field, a struck arc of ember, and a thin ring of twenty small ticks around it — the ring is the twenty-two fix families, the arc is the write that carries a chosen value. Drawn with a signed-distance renderer at 4x and box-downsampled, so edges stay clean without a graphics stack. """ import math import os import struct import zlib OUT = os.path.join(os.path.dirname(os.path.abspath(__file__)), "..", "Resources") os.makedirs(OUT, exist_ok=True) SIZE = 1024 SS = 1 # analytic antialiasing via smoothstep; no supersampling needed def srgb(c): return max(0, min(255, int(round(c)))) def mix(a, b, t): return tuple(a[i] + (b[i] - a[i]) * t for i in range(3)) # ---------------------------------------------------------------- geometry helpers def sd_circle(px, py, cx, cy, r): return math.hypot(px - cx, py - cy) - r def sd_round_rect(px, py, cx, cy, hw, hh, r): qx = abs(px - cx) - (hw - r) qy = abs(py - cy) - (hh - r) outside = math.hypot(max(qx, 0.0), max(qy, 0.0)) inside = min(max(qx, qy), 0.0) return outside + inside - r def sd_segment(px, py, ax, ay, bx, by, r): pax, pay = px - ax, py - ay bax, bay = bx - ax, by - ay denom = bax * bax + bay * bay h = 0.0 if denom == 0 else max(0.0, min(1.0, (pax * bax + pay * bay) / denom)) return math.hypot(pax - bax * h, pay - bay * h) - r def smoothstep(e0, e1, x): t = max(0.0, min(1.0, (x - e0) / (e1 - e0))) return t * t * (3 - 2 * t) # ---------------------------------------------------------------- palette BG_TOP = (0.075, 0.078, 0.094) BG_BOT = (0.030, 0.031, 0.040) EMBER = (1.00, 0.42, 0.16) EMBER_HOT = (1.00, 0.72, 0.38) ASH = (0.42, 0.44, 0.50) def shade(px, py): """Return (r,g,b) in 0..1 for one sample point.""" # vertical gradient field t = py / SIZE col = mix(BG_TOP, BG_BOT, t) # subtle radial lift behind the mark d = math.hypot(px - SIZE * 0.5, py - SIZE * 0.46) lift = 1.0 - smoothstep(0.0, SIZE * 0.62, d) col = tuple(min(1.0, col[i] + 0.055 * lift) for i in range(3)) cx, cy = SIZE * 0.5, SIZE * 0.5 # ---- outer ring of ticks: one per localized fix family (22) ring_r = SIZE * 0.345 tick_outer = SIZE * 0.408 ticks = 22 ang = math.atan2(py - cy, px - cx) for i in range(ticks): a = (i / ticks) * math.tau - math.pi / 2 # gap at the top-right where the arc breaks through if 0.30 < ((a + math.pi / 2) % math.tau) < 0.72: continue ax = cx + math.cos(a) * ring_r ay = cy + math.sin(a) * ring_r bx = cx + math.cos(a) * tick_outer by = cy + math.sin(a) * tick_outer sd = sd_segment(px, py, ax, ay, bx, by, SIZE * 0.0075) cov = 1.0 - smoothstep(-1.2, 1.2, sd) if cov > 0: col = mix(col, ASH, cov * 0.55) # ---- the arc: a heavy quarter sweep, hot at the leading end arc_r = SIZE * 0.245 arc_w = SIZE * 0.052 sd = abs(math.hypot(px - cx, py - cy) - arc_r) a01 = (math.atan2(py - cy, px - cx) + math.pi * 1.15) % math.tau span = math.tau * 0.62 if a01 < span: edge = smoothstep(0.0, 0.10, a01) * (1.0 - smoothstep(span - 0.22, span, a01)) cov = (1.0 - smoothstep(-1.2, 1.2, sd - arc_w * 0.5)) * edge if cov > 0: heat = smoothstep(span * 0.55, span, a01) col = mix(col, mix(EMBER, EMBER_HOT, heat), cov) # ---- core: a struck point with a halo core_r = SIZE * 0.062 sd_core = math.hypot(px - cx, py - cy) - core_r halo = 1.0 - smoothstep(0.0, SIZE * 0.16, math.hypot(px - cx, py - cy)) if halo > 0: col = tuple(min(1.0, col[i] + 0.16 * halo * halo * (EMBER[i])) for i in range(3)) cov = 1.0 - smoothstep(-1.2, 1.2, sd_core) if cov > 0: col = mix(col, EMBER_HOT, cov) # ---- the write: a single straight stroke leaving the core, value-carrying sd_w = sd_segment(px, py, cx + SIZE * 0.075, cy + SIZE * 0.075, cx + SIZE * 0.245, cy + SIZE * 0.245, SIZE * 0.0115) cov_w = 1.0 - smoothstep(-1.2, 1.2, sd_w) if cov_w > 0: col = mix(col, EMBER, cov_w * 0.92) return col def render(): """One sample per pixel — every edge already uses smoothstep on a signed distance, which is antialiased on its own. Supersampling 1024x1024 by 3 was 9.4M shade() calls and took minutes; this is the same image in a couple of seconds.""" out = bytearray() radius = SIZE * 0.2237 half = SIZE / 2 tau = math.tau cos, sin, atan2, hypot, sqrt = math.cos, math.sin, math.atan2, math.hypot, math.sqrt # precompute tick segments ring_r = SIZE * 0.345 tick_outer = SIZE * 0.408 ticks = [] for i in range(22): a = (i / 22) * tau - math.pi / 2 if 0.30 < ((a + math.pi / 2) % tau) < 0.72: continue ticks.append((half + cos(a) * ring_r, half + sin(a) * ring_r, half + cos(a) * tick_outer, half + sin(a) * tick_outer)) arc_r = SIZE * 0.245 arc_w2 = SIZE * 0.026 span = tau * 0.62 core_r = SIZE * 0.062 halo_r = SIZE * 0.16 tick_w2 = SIZE * 0.0075 write_r = SIZE * 0.0115 wx0, wy0 = half + SIZE * 0.075, half + SIZE * 0.075 wx1, wy1 = half + SIZE * 0.245, half + SIZE * 0.245 wdx, wdy = wx1 - wx0, wy1 - wy0 wden = wdx * wdx + wdy * wdy for y in range(SIZE): out.append(0) py = y + 0.5 for x in range(SIZE): px = x + 0.5 # background gradient t = py / SIZE r = BG_TOP[0] + (BG_BOT[0] - BG_TOP[0]) * t g = BG_TOP[1] + (BG_BOT[1] - BG_TOP[1]) * t b = BG_TOP[2] + (BG_BOT[2] - BG_TOP[2]) * t dx, dy = px - half, py - half dist = hypot(dx, dy) # radial lift lift = 1.0 - smoothstep(0.0, SIZE * 0.62, dist) if lift > 0: add = 0.055 * lift r += add; g += add; b += add # ticks for (ax, ay, bx, by) in ticks: pax, pay = px - ax, py - ay bax, bay = bx - ax, by - ay den = bax * bax + bay * bay h = 0.0 if den == 0 else (pax * bax + pay * bay) / den if h < 0.0: h = 0.0 elif h > 1.0: h = 1.0 sd = hypot(pax - bax * h, pay - bay * h) - tick_w2 if sd < 1.2: cov = 1.0 - smoothstep(-1.2, 1.2, sd) if cov > 0: k = cov * 0.55 r += (ASH[0] - r) * k g += (ASH[1] - g) * k b += (ASH[2] - b) * k # arc sd = abs(dist - arc_r) if sd < arc_w2 + 1.2: a01 = (atan2(dy, dx) + math.pi * 1.15) % tau if a01 < span: edge = smoothstep(0.0, 0.10, a01) * (1.0 - smoothstep(span - 0.22, span, a01)) cov = (1.0 - smoothstep(-1.2, 1.2, sd - arc_w2)) * edge if cov > 0: heat = smoothstep(span * 0.55, span, a01) cr = EMBER[0] + (EMBER_HOT[0] - EMBER[0]) * heat cg = EMBER[1] + (EMBER_HOT[1] - EMBER[1]) * heat cb = EMBER[2] + (EMBER_HOT[2] - EMBER[2]) * heat r += (cr - r) * cov g += (cg - g) * cov b += (cb - b) * cov # halo + core if dist < halo_r: halo = 1.0 - smoothstep(0.0, halo_r, dist) hk = 0.16 * halo * halo r += EMBER[0] * hk g += EMBER[1] * hk b += EMBER[2] * hk sd_core = dist - core_r if sd_core < 1.2: cov = 1.0 - smoothstep(-1.2, 1.2, sd_core) if cov > 0: r += (EMBER_HOT[0] - r) * cov g += (EMBER_HOT[1] - g) * cov b += (EMBER_HOT[2] - b) * cov # the write stroke pax, pay = px - wx0, py - wy0 h = (pax * wdx + pay * wdy) / wden if h < 0.0: h = 0.0 elif h > 1.0: h = 1.0 sd_w = hypot(pax - wdx * h, pay - wdy * h) - write_r if sd_w < 1.2: cov = 1.0 - smoothstep(-1.2, 1.2, sd_w) if cov > 0: k = cov * 0.92 r += (EMBER[0] - r) * k g += (EMBER[1] - g) * k b += (EMBER[2] - b) * k # rounded-rect alpha qx = abs(px - half) - (half - 0.5 - radius) qy = abs(py - half) - (half - 0.5 - radius) ox = qx if qx > 0 else 0.0 oy = qy if qy > 0 else 0.0 sd_r = hypot(ox, oy) + (qx if qx > qy else qy) - radius a = 1.0 - smoothstep(-0.75, 0.75, sd_r) out += bytes([srgb(min(1.0, r) * 255), srgb(min(1.0, g) * 255), srgb(min(1.0, b) * 255), srgb(a * 255)]) return bytes(out) def write_png(path, width, height, rgba): def chunk(tag, data): c = struct.pack(">I", len(data)) + tag + data c += struct.pack(">I", zlib.crc32(tag + data) & 0xFFFFFFFF) return c ihdr = struct.pack(">IIBBBBB", width, height, 8, 6, 0, 0, 0) raw = zlib.compress(rgba, 9) png = (b"\x89PNG\r\n\x1a\n" + chunk(b"IHDR", ihdr) + chunk(b"IDAT", raw) + chunk(b"IEND", b"")) with open(path, "wb") as f: f.write(png) def main(): data = render() icon = os.path.join(OUT, "AppIcon-1024.png") write_png(icon, SIZE, SIZE, data) print("wrote", icon, os.path.getsize(icon), "bytes") # A small preview strip is handy when eyeballing the result. preview = os.path.join(OUT, "AppIcon-preview.png") write_png(preview, SIZE, SIZE, data) print("wrote", preview) if __name__ == "__main__": main()