use super::*;
pub fn render_skull_avatar_for_identity(
spec: AvatarSpec,
identity: &AvatarIdentity,
background: AvatarBackground,
) -> Result<RgbaImage, AvatarSpecError> {
spec.validate()?;
let width = spec.width as i32;
let height = spec.height as i32;
let head_rx = (width as f32 * (0.18 + identity.unit_f32(17) * 0.07)) as i32;
let head_ry = (height as f32 * (0.18 + identity.unit_f32(18) * 0.07)) as i32;
let layout = FaceLayout {
center_x: width / 2,
center_y: (height as f32 * (0.51 + identity.unit_f32(19) * 0.07)) as i32,
head_rx,
head_ry,
};
let bg = hsl_to_color(
195.0 + identity.unit_f32(15) * 55.0,
0.06 + identity.unit_f32(20) * 0.08,
0.92 + identity.unit_f32(21) * 0.04,
);
let bone = hsl_to_color(
28.0 + identity.unit_f32(16) * 34.0,
0.08 + identity.unit_f32(22) * 0.10,
0.82 + identity.unit_f32(23) * 0.12,
);
let crack = hsl_to_color(
20.0 + identity.unit_f32(24) * 40.0,
0.06,
0.22 + identity.unit_f32(25) * 0.12,
);
let mut image = ImageBuffer::from_pixel(
spec.width,
spec.height,
background_fill(background, bg).into(),
);
draw_background_accent(
&mut image,
layout.center_x,
layout.center_y,
layout.head_rx,
layout.head_ry,
crack,
0.16,
background,
identity,
);
draw_filled_ellipse_mut(
&mut image,
(layout.center_x, layout.center_y),
layout.head_rx,
layout.head_ry,
bone.into(),
);
draw_filled_rect_mut(
&mut image,
Rect::at(
layout.center_x - layout.head_rx / 2,
layout.center_y + layout.head_ry / 2,
)
.of_size(
(layout.head_rx as f32 * (0.82 + identity.unit_f32(26) * 0.34)) as u32,
(layout.head_ry as f32 * (0.34 + identity.unit_f32(27) * 0.28)) as u32,
),
bone.into(),
);
draw_creature_eyes(
&mut image,
layout,
2,
if identity.byte(28).is_multiple_of(2) {
CreatureEyeStyle::Hollow
} else {
CreatureEyeStyle::Tall
},
Color::rgb(44, 42, 44),
Color::rgb(44, 42, 44),
);
let nose_half_width = (layout.head_rx as f32 * (0.08 + identity.unit_f32(29) * 0.08)) as i32;
let nose_height = (layout.head_ry as f32 * (0.12 + identity.unit_f32(30) * 0.12)) as i32;
draw_polygon_mut(
&mut image,
&[
Point::new(layout.center_x, layout.center_y),
Point::new(
layout.center_x - nose_half_width,
layout.center_y + nose_height,
),
Point::new(
layout.center_x + nose_half_width,
layout.center_y + nose_height,
),
],
crack.into(),
);
draw_creature_mouth(
&mut image,
layout,
if identity.byte(31).is_multiple_of(2) {
CreatureMouthStyle::Flat
} else {
CreatureMouthStyle::Smile
},
crack,
);
let tooth_count = 3 + (identity.byte(32) % 4) as i32;
for tooth in 0..tooth_count {
let x = layout.center_x - layout.head_rx / 3
+ tooth * (layout.head_rx * 2 / tooth_count.max(1));
draw_line_segment_mut(
&mut image,
(x as f32, (layout.center_y + layout.head_ry / 2) as f32),
(x as f32, (layout.center_y + layout.head_ry) as f32),
crack.into(),
);
}
let crack_count = 1 + (identity.byte(33) % 3) as i32;
for line in 0..crack_count {
let start_x = layout.center_x - layout.head_rx / 4
+ (identity.byte(34 + line as usize) as i32 % (layout.head_rx / 2).max(1));
let start_y = layout.center_y - layout.head_ry / 2
+ (identity.byte(38 + line as usize) as i32 % (layout.head_ry / 2).max(1));
let end_x = start_x
+ ((identity.unit_f32(42 + line as usize) - 0.5) * layout.head_rx as f32 * 0.45) as i32;
let end_y = start_y
+ (layout.head_ry as f32 * (0.18 + identity.unit_f32(46 + line as usize) * 0.32))
as i32;
draw_line_segment_mut(
&mut image,
(start_x as f32, start_y as f32),
(end_x as f32, end_y as f32),
crack.into(),
);
}
draw_line_segment_mut(
&mut image,
(
(layout.center_x + layout.head_rx / 4) as f32,
(layout.center_y - layout.head_ry / 2) as f32,
),
(
(layout.center_x + layout.head_rx / 8) as f32,
(layout.center_y - layout.head_ry / 8) as f32,
),
crack.into(),
);
Ok(image)
}