git-hash-art 0.2.0 → 0.3.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1 +1 @@
1
- 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* Browser entry point for git-hash-art.\n *\n * This module has zero Node.js dependencies — it works with a standard\n * HTMLCanvasElement or OffscreenCanvas and the native Canvas 2D API.\n */\nimport { renderHashArt } from \"./lib/render\";\nimport type { GenerationConfig } from \"./types\";\nimport { DEFAULT_CONFIG } from \"./types\";\n\n/**\n * Render hash-derived art directly onto an HTMLCanvasElement.\n *\n * The canvas should already have the desired width/height set.\n * Config width/height will be inferred from the canvas if not provided.\n *\n * @param canvas - An HTMLCanvasElement (or OffscreenCanvas)\n * @param gitHash - Hex hash string used as the deterministic seed\n * @param config - Partial generation config (merged with defaults)\n */\nfunction renderToCanvas(\n canvas: HTMLCanvasElement | OffscreenCanvas,\n gitHash: string,\n config: Partial<GenerationConfig> = {},\n): void {\n const ctx = canvas.getContext(\"2d\") as CanvasRenderingContext2D;\n if (!ctx) {\n throw new Error(\"Failed to get 2D rendering context from canvas\");\n }\n\n const finalConfig: Partial<GenerationConfig> = {\n width: canvas.width,\n height: canvas.height,\n ...config,\n };\n\n renderHashArt(ctx, gitHash, finalConfig);\n}\n\n/**\n * Render hash-derived art and return it as a Blob (browser-native).\n *\n * @param gitHash - Hex hash string used as the deterministic seed\n * @param config - Partial generation config (merged with defaults)\n * @returns A Promise that resolves to a PNG Blob\n */\nasync function generateImageBlob(\n gitHash: string,\n config: Partial<GenerationConfig> = {},\n): Promise<Blob> {\n const finalConfig: GenerationConfig = { ...DEFAULT_CONFIG, ...config };\n const { width, height } = finalConfig;\n\n const canvas = new OffscreenCanvas(width, height);\n const ctx = canvas.getContext(\"2d\") as OffscreenCanvasRenderingContext2D;\n if (!ctx) {\n throw new Error(\"Failed to get 2D rendering context from OffscreenCanvas\");\n }\n\n renderHashArt(\n ctx as unknown as CanvasRenderingContext2D,\n gitHash,\n finalConfig,\n );\n\n return canvas.convertToBlob({ type: \"image/png\" });\n}\n\n/**\n * Render hash-derived art and return it as a data URL string.\n *\n * @param gitHash - Hex hash string used as the deterministic seed\n * @param config - Partial generation config (merged with defaults)\n * @returns A data:image/png;base64,… string\n */\nfunction generateDataURL(\n gitHash: string,\n config: Partial<GenerationConfig> = {},\n): string {\n const finalConfig: GenerationConfig = { ...DEFAULT_CONFIG, ...config };\n const { width, height } = finalConfig;\n\n const canvas = document.createElement(\"canvas\");\n canvas.width = width;\n canvas.height = height;\n\n const ctx = canvas.getContext(\"2d\");\n if (!ctx) {\n throw new Error(\"Failed to get 2D rendering context\");\n }\n\n renderHashArt(ctx, gitHash, finalConfig);\n\n return canvas.toDataURL(\"image/png\");\n}\n\nexport {\n renderToCanvas,\n generateImageBlob,\n generateDataURL,\n renderHashArt,\n};\nexport { PRESETS } from \"./lib/constants\";\nexport type { GenerationConfig } from \"./types\";\nexport { DEFAULT_CONFIG } from \"./types\";\n","/**\n * Pure rendering logic — environment-agnostic.\n *\n * This module only uses the standard CanvasRenderingContext2D API,\n * so it works identically in Node (@napi-rs/canvas) and browsers\n * (HTMLCanvasElement).\n */\nimport { SacredColorScheme } from \"./canvas/colors\";\nimport { enhanceShapeGeneration } from \"./canvas/draw\";\nimport { shapes } from \"./canvas/shapes\";\nimport { createRng, seedFromHash } from \"./utils\";\nimport { DEFAULT_CONFIG, type GenerationConfig } from \"../types\";\n\n/**\n * Render hash-derived art onto an existing CanvasRenderingContext2D.\n *\n * This is the environment-agnostic core — it never creates a canvas or\n * produces a buffer. Call it from Node or browser wrappers that supply\n * the context.\n *\n * @param ctx - A 2D rendering context (browser or Node canvas)\n * @param gitHash - Hex hash string used as the deterministic seed\n * @param config - Partial generation config (merged with defaults)\n */\nexport function renderHashArt(\n ctx: CanvasRenderingContext2D,\n gitHash: string,\n config: Partial<GenerationConfig> = {},\n): void {\n const finalConfig: GenerationConfig = { ...DEFAULT_CONFIG, ...config };\n const {\n width,\n height,\n gridSize,\n layers,\n minShapeSize,\n maxShapeSize,\n baseOpacity,\n opacityReduction,\n } = finalConfig;\n\n finalConfig.shapesPerLayer =\n finalConfig.shapesPerLayer || Math.floor(gridSize * gridSize * 1.5);\n\n // --- Color scheme derived from hash ---\n const colorScheme = new SacredColorScheme(gitHash);\n const colors = colorScheme.getColors();\n const [bgStart, bgEnd] = colorScheme.getBackgroundColors();\n\n // --- Radial gradient background for depth ---\n const cx = width / 2;\n const cy = height / 2;\n const bgRadius = Math.hypot(cx, cy);\n const gradient = ctx.createRadialGradient(cx, cy, 0, cx, cy, bgRadius);\n gradient.addColorStop(0, bgStart);\n gradient.addColorStop(1, bgEnd);\n ctx.fillStyle = gradient;\n ctx.fillRect(0, 0, width, height);\n\n const shapeNames = Object.keys(shapes);\n const scaleFactor = Math.min(width, height) / 1024;\n const adjustedMinSize = minShapeSize * scaleFactor;\n const adjustedMaxSize = maxShapeSize * scaleFactor;\n\n // One master RNG seeded from the full hash — all randomness flows from here\n const rng = createRng(seedFromHash(gitHash));\n\n // Track shape positions for organic connecting curves later\n const shapePositions: Array<{ x: number; y: number }> = [];\n\n for (let layer = 0; layer < layers; layer++) {\n const numShapes =\n finalConfig.shapesPerLayer +\n Math.floor(rng() * finalConfig.shapesPerLayer * 0.3);\n\n // Layer opacity decays gently so all layers remain visible\n const layerOpacity = Math.max(0.15, baseOpacity - layer * opacityReduction);\n\n // Later layers use smaller shapes for depth\n const layerSizeScale = 1 - layer * 0.15;\n\n for (let i = 0; i < numShapes; i++) {\n const x = rng() * width;\n const y = rng() * height;\n\n const shapeIdx = Math.floor(rng() * shapeNames.length);\n const shape = shapeNames[shapeIdx];\n\n // Shape size follows a power distribution — many small, few large\n const sizeT = Math.pow(rng(), 1.8);\n const size =\n (adjustedMinSize + sizeT * (adjustedMaxSize - adjustedMinSize)) *\n layerSizeScale;\n\n const rotation = rng() * 360;\n\n const fillColor = colors[Math.floor(rng() * colors.length)];\n const strokeColor = colors[Math.floor(rng() * colors.length)];\n\n const strokeWidth = (0.5 + rng() * 2.0) * scaleFactor;\n\n ctx.globalAlpha = layerOpacity * (0.5 + rng() * 0.5);\n\n enhanceShapeGeneration(ctx, shape, x, y, {\n fillColor,\n strokeColor,\n strokeWidth,\n size,\n rotation,\n proportionType: \"GOLDEN_RATIO\",\n });\n\n shapePositions.push({ x, y });\n }\n }\n\n // --- Organic connecting curves between nearby shapes ---\n if (shapePositions.length > 1) {\n const numCurves = Math.floor((8 * (width * height)) / (1024 * 1024));\n ctx.lineWidth = 0.8 * scaleFactor;\n\n for (let i = 0; i < numCurves; i++) {\n const idxA = Math.floor(rng() * shapePositions.length);\n const offset =\n 1 + Math.floor(rng() * Math.min(5, shapePositions.length - 1));\n const idxB = (idxA + offset) % shapePositions.length;\n\n const a = shapePositions[idxA];\n const b = shapePositions[idxB];\n\n const mx = (a.x + b.x) / 2;\n const my = (a.y + b.y) / 2;\n const dx = b.x - a.x;\n const dy = b.y - a.y;\n const dist = Math.hypot(dx, dy);\n const bulge = (rng() - 0.5) * dist * 0.4;\n\n const cpx = mx + (-dy / (dist || 1)) * bulge;\n const cpy = my + (dx / (dist || 1)) * bulge;\n\n ctx.globalAlpha = 0.08 + rng() * 0.12;\n ctx.strokeStyle = colors[Math.floor(rng() * colors.length)];\n\n ctx.beginPath();\n ctx.moveTo(a.x, a.y);\n ctx.quadraticCurveTo(cpx, cpy, b.x, b.y);\n ctx.stroke();\n }\n }\n\n ctx.globalAlpha = 1;\n}\n","import ColorScheme from \"color-scheme\";\nimport \"../../../global.d\";\n\nimport { gitHashToSeed } from \"../utils\";\n\n/**\n * Generates a color scheme based on a given Git hash.\n */\nexport function generateColorScheme(gitHash: string): string[] {\n const seed = gitHashToSeed(gitHash);\n const scheme = new ColorScheme();\n scheme\n .from_hue(seed % 360)\n .scheme(\"analogic\")\n .variation(\"soft\");\n\n let colors = scheme.colors().map((hex: string) => `#${hex}`);\n\n const contrastingHue = (seed + 180) % 360;\n const contrastingScheme = new ColorScheme();\n contrastingScheme.from_hue(contrastingHue).scheme(\"mono\").variation(\"soft\");\n colors.push(`#${contrastingScheme.colors()[0]}`);\n\n return colors;\n}\n\ninterface MetallicColors {\n gold: string;\n silver: string;\n copper: string;\n bronze: string;\n}\n\n// Enhanced color scheme generation for sacred geometry\nexport class SacredColorScheme {\n private seed: number;\n public baseScheme: string[];\n private complementaryScheme: string[];\n private triadicScheme: string[];\n private metallic: MetallicColors;\n\n constructor(gitHash: string) {\n this.seed = gitHashToSeed(gitHash);\n this.baseScheme = this.generateBaseScheme();\n this.complementaryScheme = this.generateComplementaryScheme();\n this.triadicScheme = this.generateTriadicScheme();\n this.metallic = this.generateMetallicColors();\n }\n\n private generateBaseScheme(): string[] {\n const scheme = new ColorScheme();\n return scheme\n .from_hue(this.seed % 360)\n .scheme(\"analogic\")\n .variation(\"soft\")\n .colors()\n .map((hex: string) => `#${hex}`);\n }\n\n private generateComplementaryScheme(): string[] {\n const complementaryHue = (this.seed + 180) % 360;\n const scheme = new ColorScheme();\n return scheme\n .from_hue(complementaryHue)\n .scheme(\"mono\")\n .variation(\"soft\")\n .colors()\n .map((hex: string) => `#${hex}`);\n }\n\n private generateTriadicScheme(): string[] {\n const triadicHue = (this.seed + 120) % 360;\n const scheme = new ColorScheme();\n return scheme\n .from_hue(triadicHue)\n .scheme(\"triade\")\n .variation(\"soft\")\n .colors()\n .map((hex: string) => `#${hex}`);\n }\n\n private generateMetallicColors(): MetallicColors {\n return {\n gold: \"#FFD700\",\n silver: \"#C0C0C0\",\n copper: \"#B87333\",\n bronze: \"#CD7F32\",\n };\n }\n\n /**\n * Returns a flat array of hash-derived colors suitable for art generation.\n * Combines base analogic, complementary, and triadic schemes for variety\n * while maintaining color harmony.\n */\n getColors(): string[] {\n // Deduplicate and return a rich palette\n const all = [\n ...this.baseScheme.slice(0, 4),\n ...this.complementaryScheme.slice(0, 2),\n ...this.triadicScheme.slice(0, 2),\n ];\n return [...new Set(all)];\n }\n\n /**\n * Returns two background colors derived from the hash — darker variants\n * of the base scheme for gradient backgrounds.\n */\n getBackgroundColors(): [string, string] {\n return [\n this.darken(this.baseScheme[0], 0.65),\n this.darken(this.baseScheme[1], 0.55),\n ];\n }\n\n /**\n * Simple hex color darkening by a factor (0 = black, 1 = unchanged).\n */\n private darken(hex: string, factor: number): string {\n const c = hex.replace(\"#\", \"\");\n const r = Math.round(parseInt(c.substring(0, 2), 16) * factor);\n const g = Math.round(parseInt(c.substring(2, 4), 16) * factor);\n const b = Math.round(parseInt(c.substring(4, 6), 16) * factor);\n return `#${r.toString(16).padStart(2, \"0\")}${g.toString(16).padStart(2, \"0\")}${b.toString(16).padStart(2, \"0\")}`;\n }\n}\n\n// ── Standalone color utilities ──────────────────────────────────────\n\n/** Parse a hex color (#RRGGBB) into [r, g, b] 0-255. */\nfunction hexToRgb(hex: string): [number, number, number] {\n const c = hex.replace(\"#\", \"\");\n return [\n parseInt(c.substring(0, 2), 16),\n parseInt(c.substring(2, 4), 16),\n parseInt(c.substring(4, 6), 16),\n ];\n}\n\n/** Format [r, g, b] back to #RRGGBB. */\nfunction rgbToHex(r: number, g: number, b: number): string {\n const clamp = (v: number) => Math.max(0, Math.min(255, Math.round(v)));\n return `#${clamp(r).toString(16).padStart(2, \"0\")}${clamp(g).toString(16).padStart(2, \"0\")}${clamp(b).toString(16).padStart(2, \"0\")}`;\n}\n\n/**\n * Return a hex color with an alpha component as an rgba() CSS string.\n * `alpha` is 0-1.\n */\nexport function hexWithAlpha(hex: string, alpha: number): string {\n const [r, g, b] = hexToRgb(hex);\n return `rgba(${r},${g},${b},${alpha.toFixed(3)})`;\n}\n\n/**\n * Apply slight hue/saturation/lightness jitter to a hex color.\n * `rng` should return a float in [0,1). `amount` controls intensity (0-1, default 0.1).\n */\nexport function jitterColor(\n hex: string,\n rng: () => number,\n amount = 0.1,\n): string {\n const [r, g, b] = hexToRgb(hex);\n const jit = () => (rng() - 0.5) * 2 * amount * 255;\n return rgbToHex(r + jit(), g + jit(), b + jit());\n}\n","declare module 'color-scheme' {\n class ColorScheme {\n from_hue(hue: number): this;\n scheme(name: string): this;\n variation(name: string): this;\n colors(): string[];\n }\n\n export = ColorScheme;\n}\n\n// declare module 'color-scheme';\n","export function gitHashToSeed(gitHash: string): number {\n return parseInt(gitHash.slice(0, 8), 16);\n}\n\n/**\n * Mulberry32 — a fast, high-quality 32-bit seeded PRNG.\n * Returns a function that produces deterministic floats in [0, 1).\n */\nexport function createRng(seed: number): () => number {\n let s = seed | 0;\n return () => {\n s = (s + 0x6d2b79f5) | 0;\n let t = Math.imul(s ^ (s >>> 15), 1 | s);\n t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296;\n };\n}\n\n/**\n * Derive a deterministic seed from a hash string and an extra index\n * so each call-site gets its own independent stream.\n */\nexport function seedFromHash(hash: string, offset = 0): number {\n let h = 0;\n for (let i = 0; i < hash.length; i++) {\n h = (Math.imul(31, h) + hash.charCodeAt(i)) | 0;\n }\n return (h + offset) | 0;\n}\n\n/**\n * Legacy helper kept for backward compat — now backed by mulberry32.\n * Prefer createRng() + rng() for new code.\n */\nexport function getRandomFromHash(\n hash: string,\n index: number,\n min: number,\n max: number,\n): number {\n const rng = createRng(seedFromHash(hash, index));\n return min + rng() * (max - min);\n}\n\n// Golden ratio and other important proportions\nexport const Proportions = {\n GOLDEN_RATIO: 1.618034,\n SQUARE_ROOT_2: Math.sqrt(2),\n SQUARE_ROOT_3: Math.sqrt(3),\n SQUARE_ROOT_5: Math.sqrt(5),\n PI: Math.PI,\n PHI: (1 + Math.sqrt(5)) / 2,\n};\n\nexport type ProportionType = keyof typeof Proportions;\n\ninterface Pattern {\n type: string;\n config: any;\n}\n\ninterface LayerConfig {\n baseSize: number;\n baseOpacity?: number;\n opacityReduction?: number;\n rotationOffset?: number;\n proportionType?: ProportionType;\n}\n\n// Pattern combination utilities\nexport class PatternCombiner {\n static getProportionalSize(baseSize: number, proportion: number): number {\n return baseSize * proportion;\n }\n\n static centerPattern(\n ctx: CanvasRenderingContext2D,\n width: number,\n height: number,\n ): void {\n ctx.translate(width / 2, height / 2);\n }\n\n // Combines sacred geometry patterns with proper proportions\n static layerPatterns(\n ctx: CanvasRenderingContext2D,\n patterns: Pattern[],\n config: LayerConfig,\n ): void {\n const {\n baseSize,\n baseOpacity = 0.6,\n opacityReduction = 0.1,\n rotationOffset = 0,\n proportionType = \"GOLDEN_RATIO\",\n } = config;\n\n patterns.forEach((pattern, index) => {\n const size = this.getProportionalSize(\n baseSize,\n Math.pow(Proportions[proportionType], index),\n );\n const opacity = Math.max(0.1, baseOpacity - index * opacityReduction);\n const rotation = rotationOffset * index;\n\n ctx.save();\n ctx.globalAlpha = opacity;\n ctx.rotate((rotation * Math.PI) / 180);\n\n shapes[pattern.type](ctx, size, pattern.config);\n ctx.restore();\n });\n }\n}\n","import { PatternCombiner, ProportionType } from \"../utils\";\nimport { shapes } from \"./shapes\";\n\ninterface DrawShapeConfig {\n fillColor: string;\n strokeColor: string;\n strokeWidth: number;\n size: number;\n rotation: number;\n}\n\ninterface EnhanceShapeConfig extends DrawShapeConfig {\n patterns?: Array<{ type: string; config: any }>;\n proportionType?: ProportionType;\n baseOpacity?: number;\n opacityReduction?: number;\n /** If provided, applies a glow (shadowBlur) effect. */\n glowRadius?: number;\n glowColor?: string;\n /** If provided, fills with a radial gradient between two colors. */\n gradientFillEnd?: string;\n}\n\nexport function drawShape(\n ctx: CanvasRenderingContext2D,\n shape: string,\n x: number,\n y: number,\n config: DrawShapeConfig,\n) {\n const { fillColor, strokeColor, strokeWidth, size, rotation } = config;\n ctx.save();\n ctx.translate(x, y);\n ctx.rotate((rotation * Math.PI) / 180);\n ctx.fillStyle = fillColor;\n ctx.strokeStyle = strokeColor;\n ctx.lineWidth = strokeWidth;\n\n const drawFunction = shapes[shape];\n if (drawFunction) {\n drawFunction(ctx, size);\n ctx.fill();\n ctx.stroke();\n }\n\n ctx.restore();\n}\n\n/**\n * Enhanced shape drawing with glow, gradient fills, and pattern layering.\n */\nexport function enhanceShapeGeneration(\n ctx: CanvasRenderingContext2D,\n shape: string,\n x: number,\n y: number,\n config: EnhanceShapeConfig,\n) {\n const {\n fillColor,\n strokeColor,\n strokeWidth,\n size,\n rotation,\n patterns = [],\n proportionType = \"GOLDEN_RATIO\",\n baseOpacity = 0.6,\n opacityReduction = 0.1,\n glowRadius = 0,\n glowColor,\n gradientFillEnd,\n } = config;\n\n ctx.save();\n ctx.translate(x, y);\n ctx.rotate((rotation * Math.PI) / 180);\n\n // Glow / shadow effect\n if (glowRadius > 0) {\n ctx.shadowBlur = glowRadius;\n ctx.shadowColor = glowColor || fillColor;\n ctx.shadowOffsetX = 0;\n ctx.shadowOffsetY = 0;\n }\n\n // Gradient fill or flat fill\n if (gradientFillEnd) {\n const grad = ctx.createRadialGradient(0, 0, 0, 0, 0, size / 2);\n grad.addColorStop(0, fillColor);\n grad.addColorStop(1, gradientFillEnd);\n ctx.fillStyle = grad;\n } else {\n ctx.fillStyle = fillColor;\n }\n\n ctx.strokeStyle = strokeColor;\n ctx.lineWidth = strokeWidth;\n\n const drawFunction = shapes[shape];\n if (drawFunction) {\n drawFunction(ctx, size);\n ctx.fill();\n ctx.stroke();\n }\n\n // Reset shadow so patterns aren't double-glowed\n if (glowRadius > 0) {\n ctx.shadowBlur = 0;\n }\n\n // Layer additional patterns if specified\n if (patterns.length > 0) {\n PatternCombiner.layerPatterns(ctx, patterns, {\n baseSize: size,\n baseOpacity,\n opacityReduction,\n proportionType,\n });\n }\n\n ctx.restore();\n}\n","import { basicShapes } from \"./basic\";\nimport { complexShapes } from \"./complex\";\nimport { sacredShapes } from \"./sacred\";\n\ntype DrawFunction = (\n ctx: CanvasRenderingContext2D,\n size: number,\n config?: any,\n) => void;\n\nexport const shapes: Record<string, DrawFunction> = {\n ...basicShapes,\n ...complexShapes,\n ...sacredShapes,\n};\n","type DrawFunction = (ctx: CanvasRenderingContext2D, size: number) => void;\n\nexport const drawCircle: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n ctx.arc(0, 0, size / 2, 0, Math.PI * 2);\n};\n\nexport const drawSquare: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n ctx.rect(-size / 2, -size / 2, size, size);\n};\n\nexport const drawTriangle: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n ctx.moveTo(0, -size / 2);\n ctx.lineTo(-size / 2, size / 2);\n ctx.lineTo(size / 2, size / 2);\n ctx.closePath();\n};\n\nexport const drawHexagon: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n for (let i = 0; i < 6; i++) {\n const angle = ((Math.PI * 2) / 6) * i;\n const x = (size / 2) * Math.cos(angle);\n const y = (size / 2) * Math.sin(angle);\n if (i === 0) ctx.moveTo(x, y);\n else ctx.lineTo(x, y);\n }\n ctx.closePath();\n};\n\nexport const drawStar: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n for (let i = 0; i < 10; i++) {\n const angle = Math.PI / 5 + (Math.PI / 5) * i * 3;\n const radius = i % 2 === 0 ? size / 2 : size / 4;\n const x = radius * Math.cos(angle);\n const y = radius * Math.sin(angle);\n if (i === 0) ctx.moveTo(x, y);\n else ctx.lineTo(x, y);\n }\n ctx.closePath();\n};\n\nexport const drawJackedStar: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n for (let i = 0; i < 10; i++) {\n const angle = Math.PI / 30 + (Math.PI / 30) * i * 8;\n const radius = i % 2 === 0 ? size / 2 : size / 8;\n const x = radius * Math.cos(angle);\n const y = radius * Math.sin(angle);\n if (i === 0) ctx.moveTo(x, y);\n else ctx.lineTo(x, y);\n }\n ctx.closePath();\n};\n\nexport const drawHeart: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n ctx.moveTo(0, size / 4);\n ctx.quadraticCurveTo(size / 2, size / 4, 0, -size / 4);\n ctx.quadraticCurveTo(-size / 2, size / 4, 0, size / 4);\n};\n\nexport const drawDiamond: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n ctx.moveTo(0, -size / 2);\n ctx.lineTo(size / 2, 0);\n ctx.lineTo(0, size / 2);\n ctx.lineTo(-size / 2, 0);\n ctx.closePath();\n};\n\nexport const drawCube: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n ctx.moveTo(-size / 2, -size / 2);\n ctx.lineTo(size / 2, -size / 2);\n ctx.lineTo(size / 2, size / 2);\n ctx.lineTo(-size / 2, size / 2);\n ctx.closePath();\n};\n\n// Optional: Create a shape map for easier lookup\nexport const basicShapes: Record<string, DrawFunction> = {\n circle: drawCircle,\n square: drawSquare,\n triangle: drawTriangle,\n hexagon: drawHexagon,\n star: drawStar,\n \"jacked-star\": drawJackedStar,\n heart: drawHeart,\n diamond: drawDiamond,\n cube: drawCube,\n};\n","import { defaultShapeConfig } from \"../../constants\";\nimport { applyTransforms, createCirclePoints, restoreContext } from \"./utils\";\n\ninterface PlatonicSolidConfig {\n vertices: number;\n faces: number;\n}\n\ninterface FibonacciConfig {\n iterations: number;\n growthFactor: number;\n}\n\ninterface GoldenRatioConfig {\n iterations: number;\n ratio: number;\n}\n\nexport const ShapeConfigs = {\n platonic: {\n tetrahedron: { vertices: 4, faces: 4 },\n cube: { vertices: 8, faces: 6 },\n octahedron: { vertices: 6, faces: 8 },\n dodecahedron: { vertices: 20, faces: 12 },\n icosahedron: { vertices: 12, faces: 20 },\n } as Record<string, PlatonicSolidConfig>,\n fibonacci: {\n iterations: 13,\n growthFactor: 1.618034, // Golden ratio\n } as FibonacciConfig,\n goldenRatio: {\n iterations: 8,\n ratio: 1.618034,\n } as GoldenRatioConfig,\n};\n\ninterface ShapeConfig {\n fillStyle?: string;\n strokeStyle?: string;\n lineWidth?: number;\n rotation?: number;\n iterations?: number;\n animate?: boolean;\n type?: string;\n}\n\ntype DrawFunction = (\n ctx: CanvasRenderingContext2D,\n size: number,\n config?: ShapeConfig,\n) => void;\n\nexport const drawPlatonicSolid: DrawFunction = (ctx, size, config = {}) => {\n const finalConfig = { ...defaultShapeConfig, ...config };\n applyTransforms(ctx, size, finalConfig);\n\n const solidType = config.type as keyof typeof ShapeConfigs.platonic;\n const solidConfig =\n ShapeConfigs.platonic[solidType] ?? ShapeConfigs.platonic.icosahedron;\n const {\n vertices,\n // faces\n } = solidConfig;\n const radius = size / 2;\n\n // Calculate vertices based on platonic solid type\n const points = createCirclePoints(0, 0, radius, vertices);\n\n ctx.beginPath();\n // Draw edges between vertices\n points.forEach((p1, i) => {\n points.slice(i + 1).forEach((p2) => {\n ctx.moveTo(p1.x, p1.y);\n ctx.lineTo(p2.x, p2.y);\n });\n });\n\n if (finalConfig.fillStyle !== \"transparent\") {\n ctx.fill();\n }\n ctx.stroke();\n restoreContext(ctx);\n};\n\nexport const drawFibonacciSpiral: DrawFunction = (ctx, size, config = {}) => {\n const finalConfig = {\n ...defaultShapeConfig,\n ...ShapeConfigs.fibonacci,\n ...config,\n };\n applyTransforms(ctx, size, finalConfig);\n\n let current = 1;\n let previous = 1;\n let scale = size / Math.pow(finalConfig.growthFactor, finalConfig.iterations);\n\n ctx.beginPath();\n for (let i = 0; i < finalConfig.iterations; i++) {\n const radius = scale * current;\n const centerX = radius / 2;\n const centerY = radius / 2;\n\n ctx.arc(centerX, centerY, radius, Math.PI, Math.PI * 1.5);\n\n // Calculate next Fibonacci number\n const next = current + previous;\n previous = current;\n current = next;\n\n // Transform for next iteration\n ctx.translate(radius, 0);\n ctx.rotate(Math.PI / 2);\n }\n\n ctx.stroke();\n restoreContext(ctx);\n};\n\nexport const drawIslamicPattern: DrawFunction = (ctx, size, config = {}) => {\n const finalConfig = { ...defaultShapeConfig, ...config };\n applyTransforms(ctx, size, finalConfig);\n\n const gridSize = 8;\n const unit = size / gridSize;\n\n ctx.beginPath();\n // Create base grid\n for (let i = 0; i <= gridSize; i++) {\n for (let j = 0; j <= gridSize; j++) {\n const x = (i - gridSize / 2) * unit;\n const y = (j - gridSize / 2) * unit;\n\n // Draw star pattern at each intersection\n const radius = unit / 2;\n for (let k = 0; k < 8; k++) {\n const angle = (Math.PI / 4) * k;\n const x1 = x + radius * Math.cos(angle);\n const y1 = y + radius * Math.sin(angle);\n const x2 = x + radius * Math.cos(angle + Math.PI / 4);\n const y2 = y + radius * Math.sin(angle + Math.PI / 4);\n ctx.moveTo(x1, y1);\n ctx.lineTo(x2, y2);\n }\n }\n }\n\n ctx.stroke();\n restoreContext(ctx);\n};\n\nexport const drawCelticKnot: DrawFunction = (ctx, size, config = {}) => {\n const finalConfig = { ...defaultShapeConfig, ...config };\n applyTransforms(ctx, size, finalConfig);\n\n const gridSize = 4;\n const unit = size / gridSize;\n\n const drawKnotSegment = (x: number, y: number, type: string) => {\n ctx.beginPath();\n switch (type) {\n case \"over\":\n ctx.moveTo(x, y);\n ctx.bezierCurveTo(\n x + unit / 2,\n y,\n x + unit / 2,\n y + unit,\n x + unit,\n y + unit,\n );\n break;\n case \"under\":\n ctx.moveTo(x, y + unit);\n ctx.bezierCurveTo(x + unit / 2, y + unit, x + unit / 2, y, x + unit, y);\n break;\n }\n ctx.stroke();\n };\n\n // Create knot pattern\n for (let i = 0; i < gridSize; i++) {\n for (let j = 0; j < gridSize; j++) {\n const x = (i - gridSize / 2) * unit;\n const y = (j - gridSize / 2) * unit;\n drawKnotSegment(x, y, (i + j) % 2 === 0 ? \"over\" : \"under\");\n }\n }\n\n restoreContext(ctx);\n};\n\nexport const drawMerkaba: DrawFunction = (ctx, size, config = {}) => {\n const finalConfig = { ...defaultShapeConfig, ...config };\n applyTransforms(ctx, size, finalConfig);\n\n const radius = size / 2;\n\n // Draw two intersecting tetrahedra\n ctx.beginPath();\n // First tetrahedron\n const points1 = createCirclePoints(0, 0, radius, 3);\n points1.forEach((p1, i) => {\n points1.slice(i + 1).forEach((p2) => {\n ctx.moveTo(p1.x, p1.y);\n ctx.lineTo(p2.x, p2.y);\n });\n });\n\n // Second tetrahedron (rotated)\n ctx.rotate(Math.PI / 6);\n const points2 = createCirclePoints(0, 0, radius, 3);\n points2.forEach((p1, i) => {\n points2.slice(i + 1).forEach((p2) => {\n ctx.moveTo(p1.x, p1.y);\n ctx.lineTo(p2.x, p2.y);\n });\n });\n\n if (finalConfig.fillStyle !== \"transparent\") {\n ctx.fill();\n }\n ctx.stroke();\n restoreContext(ctx);\n};\n\nexport const drawMandala: DrawFunction = (ctx, size, config = {}) => {\n const finalConfig = { ...defaultShapeConfig, ...config };\n applyTransforms(ctx, size, finalConfig);\n\n const numCircles = 8;\n const numPoints = 16;\n const radius = size / 2;\n\n ctx.beginPath();\n for (let i = 1; i <= numCircles; i++) {\n const circleRadius = (radius / numCircles) * i;\n ctx.moveTo(circleRadius, 0);\n ctx.arc(0, 0, circleRadius, 0, Math.PI * 2);\n\n for (let j = 0; j < numPoints; j++) {\n const angle = (Math.PI * 2 * j) / numPoints;\n const x = circleRadius * Math.cos(angle);\n const y = circleRadius * Math.sin(angle);\n ctx.moveTo(0, 0);\n ctx.lineTo(x, y);\n }\n }\n\n ctx.stroke();\n restoreContext(ctx);\n};\n\nexport const drawFractal: DrawFunction = (ctx, size, config = {}) => {\n const finalConfig = { ...defaultShapeConfig, ...config, iterations: 5 };\n applyTransforms(ctx, size, finalConfig);\n\n const drawBranch = (\n x: number,\n y: number,\n length: number,\n angle: number,\n depth: number,\n ) => {\n if (depth === 0) return;\n\n const endX = x + length * Math.cos(angle);\n const endY = y + length * Math.sin(angle);\n\n ctx.beginPath();\n ctx.moveTo(x, y);\n ctx.lineTo(endX, endY);\n ctx.stroke();\n\n drawBranch(endX, endY, length * 0.7, angle - Math.PI / 6, depth - 1);\n drawBranch(endX, endY, length * 0.7, angle + Math.PI / 6, depth - 1);\n };\n\n drawBranch(0, size / 2, size / 4, -Math.PI / 2, finalConfig.iterations);\n restoreContext(ctx);\n};\n\nexport const complexShapes: Record<string, DrawFunction> = {\n platonicSolid: drawPlatonicSolid,\n fibonacciSpiral: drawFibonacciSpiral,\n islamicPattern: drawIslamicPattern,\n celticKnot: drawCelticKnot,\n merkaba: drawMerkaba,\n mandala: drawMandala,\n fractal: drawFractal,\n};\n","// Define interfaces for our configurations\ninterface PresetConfig {\n hash: string;\n width: number;\n height: number;\n gridSize?: number;\n shapesPerLayer?: number;\n layers?: number;\n baseOpacity?: number;\n minShapeSize?: number;\n maxShapeSize?: number;\n}\n\ninterface ShapeConfig {\n strokeStyle: string;\n fillStyle: string;\n lineWidth: number;\n rotation: number;\n iterations: number;\n animate: boolean;\n}\n\n// Define the type for PRESETS\ntype Presets = {\n [key: string]: PresetConfig;\n};\n\nexport const PRESETS: Presets = {\n // Standard sizes with different hashes\n react: {\n hash: \"46192e59d42f741c761cbea79462a8b3815dd905\",\n width: 1024,\n height: 1024,\n },\n angular: {\n hash: \"f31a6c3e94420f43c0cd323a5a6a99376ee59ff8\",\n width: 1024,\n height: 1024,\n gridSize: 6, // Higher density grid\n },\n // Wide format variations\n banner: {\n hash: \"d847ffd4269b22c54d6e85ad3c1892a298e961fb\",\n width: 1920,\n height: 480,\n gridSize: 8, // More horizontal cells for wide format\n shapesPerLayer: 40,\n },\n ultrawide: {\n hash: \"a3e126e537ed2cd11ddf3a96c37066e97c7afee6\",\n width: 3440,\n height: 1440,\n gridSize: 12, // Extra wide needs more cells\n shapesPerLayer: 60,\n },\n // Social media sizes\n \"instagram-square\": {\n hash: \"ff00ff00ff00ff00ff00ff00ff00ff00ff00ff0\",\n width: 1080,\n height: 1080,\n },\n \"instagram-story\": {\n hash: \"abc123def456abc123def456abc123def456abc1\",\n width: 1080,\n height: 1920,\n gridSize: 6,\n layers: 6,\n },\n \"twitter-header\": {\n hash: \"7777777777777777777777777777777777777777\",\n width: 1500,\n height: 500,\n gridSize: 8,\n shapesPerLayer: 35,\n },\n \"linkedin-banner\": {\n hash: \"bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb\",\n width: 1584,\n height: 396,\n gridSize: 8,\n shapesPerLayer: 35,\n },\n // Mobile sizes\n \"phone-wallpaper\": {\n hash: \"ffffffffffffffffffffffffffffffffaaaaaaaa\",\n width: 1170,\n height: 2532, // iPhone 13 Pro size\n gridSize: 5,\n layers: 6,\n },\n \"tablet-wallpaper\": {\n hash: \"123456789abcdef0123456789abcdef012345678\",\n width: 2048,\n height: 2732, // iPad Pro size\n gridSize: 7,\n layers: 6,\n },\n // Special configurations\n minimal: {\n hash: \"000000000000000000000000000000000fffffff\",\n width: 1024,\n height: 1024,\n layers: 3,\n baseOpacity: 0.8,\n shapesPerLayer: 15,\n },\n complex: {\n hash: \"deadbeefdeadbeefdeadbeefdeadbeefdeadbeef\",\n width: 2048,\n height: 2048,\n gridSize: 8,\n layers: 7,\n shapesPerLayer: 50,\n minShapeSize: 30,\n maxShapeSize: 250,\n },\n};\n\n// Basic configuration that applies to all shapes\nexport const defaultShapeConfig: ShapeConfig = {\n strokeStyle: \"#000000\",\n fillStyle: \"transparent\",\n lineWidth: 1,\n rotation: 0,\n iterations: 1,\n animate: false, // For future use\n};\n\n// Base configuration types that can be extended per shape\nexport const ShapeConfigTypes = {\n BASIC: \"basic\",\n DETAILED: \"detailed\",\n ANIMATED: \"animated\",\n};\n\n// Golden ratio and other important proportions\nexport const Proportions = {\n GOLDEN_RATIO: 1.618034,\n SQUARE_ROOT_2: Math.sqrt(2),\n SQUARE_ROOT_3: Math.sqrt(3),\n SQUARE_ROOT_5: Math.sqrt(5),\n PI: Math.PI,\n PHI: (1 + Math.sqrt(5)) / 2,\n};\n\n// Helper for creating common sacred geometry combinations\nexport const PatternPresets = {\n flowerOfLifeMandala: (size: number) => [\n // { type: \"flowerOfLife\", config: { size } },\n { type: \"merkaba\", config: { size: size * 0.8 } },\n { type: \"sriYantra\", config: { size: size * 0.5 } },\n ],\n\n platonicProgression: (size: number) => [\n { type: \"platonicSolid\", config: { size, type: \"tetrahedron\" } },\n { type: \"platonicSolid\", config: { size: size * 0.8, type: \"cube\" } },\n { type: \"platonicSolid\", config: { size: size * 0.6, type: \"octahedron\" } },\n ],\n\n cosmicTree: (size: number) => [\n // { type: \"treeOfLife\", config: { size } },\n { type: \"fibonacciSpiral\", config: { size: size * 0.9 } },\n { type: \"metatronsCube\", config: { size: size * 0.7 } },\n ],\n};\n","interface Point {\n x: number;\n y: number;\n}\n\ninterface ShapeConfig {\n rotation?: number;\n lineWidth: number;\n strokeStyle: string;\n fillStyle: string;\n}\n\ninterface AnimationConfig {\n enabled: boolean;\n duration: number;\n easing: string;\n type: string;\n}\n\nexport const degToRad = (degrees: number): number => (degrees * Math.PI) / 180;\n\nexport const applyTransforms = (\n ctx: CanvasRenderingContext2D,\n size: number,\n config: ShapeConfig,\n): void => {\n ctx.save();\n ctx.translate(0, 0);\n if (config.rotation) {\n ctx.rotate(degToRad(config.rotation));\n }\n ctx.lineWidth = config.lineWidth;\n ctx.strokeStyle = config.strokeStyle;\n ctx.fillStyle = config.fillStyle;\n};\n\nexport const restoreContext = (ctx: CanvasRenderingContext2D): void => {\n ctx.restore();\n};\n\n// Animation configuration stub for future use\nexport const createAnimationConfig = (type: string): AnimationConfig => ({\n enabled: false,\n duration: 1000,\n easing: \"linear\",\n type,\n // Add more animation-specific properties as needed\n});\n\nexport const createCirclePoints = (\n cx: number,\n cy: number,\n radius: number,\n segments: number,\n): Point[] => {\n const points: Point[] = [];\n for (let i = 0; i < segments; i++) {\n const angle = (i / segments) * Math.PI * 2;\n points.push({\n x: cx + Math.cos(angle) * radius,\n y: cy + Math.sin(angle) * radius,\n });\n }\n return points;\n};\n","import { createCirclePoints } from \"./utils\";\n\ntype DrawFunction = (ctx: CanvasRenderingContext2D, size: number) => void;\n\ninterface Point {\n x: number;\n y: number;\n}\n\nexport const drawFlowerOfLife: DrawFunction = (ctx, size) => {\n const radius = size / 6;\n const centers: Point[] = [\n { x: 0, y: 0 },\n { x: radius * Math.sqrt(3), y: 0 },\n { x: (radius * Math.sqrt(3)) / 2, y: 1.5 * radius },\n { x: (-radius * Math.sqrt(3)) / 2, y: 1.5 * radius },\n { x: -radius * Math.sqrt(3), y: 0 },\n { x: (-radius * Math.sqrt(3)) / 2, y: -1.5 * radius },\n { x: (radius * Math.sqrt(3)) / 2, y: -1.5 * radius },\n ];\n\n ctx.beginPath();\n centers.forEach((center) => {\n ctx.moveTo(center.x + radius, center.y);\n ctx.arc(center.x, center.y, radius, 0, Math.PI * 2);\n });\n};\n\nexport const drawTreeOfLife: DrawFunction = (ctx, size) => {\n const radius = size / 12;\n const spacing = radius * 2.5;\n\n // Sephirot positions (traditional layout)\n const positions: Point[] = [\n { x: 0, y: -spacing * 2 }, // Kether\n { x: -spacing, y: -spacing }, // Chokmah\n { x: spacing, y: -spacing }, // Binah\n { x: -spacing, y: 0 }, // Chesed\n { x: spacing, y: 0 }, // Geburah\n { x: 0, y: 0 }, // Tiphereth\n { x: -spacing, y: spacing }, // Netzach\n { x: spacing, y: spacing }, // Hod\n { x: 0, y: spacing * 2 }, // Yesod\n { x: 0, y: spacing * 3 }, // Malkuth\n ];\n\n // Draw circles\n ctx.beginPath();\n positions.forEach((pos) => {\n ctx.moveTo(pos.x + radius, pos.y);\n ctx.arc(pos.x, pos.y, radius, 0, Math.PI * 2);\n });\n\n // Draw connecting lines\n ctx.moveTo(positions[0].x, positions[0].y);\n positions.forEach((pos, i) => {\n if (i > 0) {\n positions.slice(i + 1).forEach((nextPos) => {\n ctx.moveTo(pos.x, pos.y);\n ctx.lineTo(nextPos.x, nextPos.y);\n });\n }\n });\n};\n\nexport const drawMetatronsCube: DrawFunction = (ctx, size) => {\n const radius = size / 3;\n\n // Create 13 points - one center and 12 vertices of an icosahedron\n\n // const phi = (1 + Math.sqrt(5)) / 2; // Golden ratio\n\n const vertices: Point[] = [\n { x: 0, y: 0 }, // Center point\n ...createCirclePoints(0, 0, radius, 6), // Inner hexagon\n ...createCirclePoints(0, 0, radius * 1.5, 6), // Outer hexagon\n ];\n\n ctx.beginPath();\n // Draw all connecting lines\n vertices.forEach((v1, i) => {\n vertices.slice(i + 1).forEach((v2) => {\n ctx.moveTo(v1.x, v1.y);\n ctx.lineTo(v2.x, v2.y);\n });\n });\n};\n\nexport const drawSriYantra: DrawFunction = (ctx, size) => {\n const radius = size / 2;\n ctx.beginPath();\n\n // Draw outer triangles\n for (let i = 0; i < 9; i++) {\n const angle = (i / 9) * Math.PI * 2;\n const x1 = Math.cos(angle) * radius;\n const y1 = Math.sin(angle) * radius;\n const x2 = Math.cos(angle + Math.PI / 9) * radius;\n const y2 = Math.sin(angle + Math.PI / 9) * radius;\n\n ctx.moveTo(0, 0);\n ctx.lineTo(x1, y1);\n ctx.lineTo(x2, y2);\n ctx.lineTo(0, 0);\n }\n\n // Draw inner triangles\n const innerRadius = radius * 0.6;\n for (let i = 0; i < 9; i++) {\n const angle = (i / 9) * Math.PI * 2 + Math.PI / 18;\n const x1 = Math.cos(angle) * innerRadius;\n const y1 = Math.sin(angle) * innerRadius;\n const x2 = Math.cos(angle + Math.PI / 9) * innerRadius;\n const y2 = Math.sin(angle + Math.PI / 9) * innerRadius;\n\n ctx.moveTo(0, 0);\n ctx.lineTo(x1, y1);\n ctx.lineTo(x2, y2);\n ctx.lineTo(0, 0);\n }\n};\n\nexport const drawSeedOfLife: DrawFunction = (ctx, size) => {\n const radius = size / 6;\n const centers: Point[] = [\n { x: 0, y: 0 },\n { x: radius * Math.sqrt(3), y: 0 },\n { x: (radius * Math.sqrt(3)) / 2, y: 1.5 * radius },\n { x: (-radius * Math.sqrt(3)) / 2, y: 1.5 * radius },\n { x: -radius * Math.sqrt(3), y: 0 },\n { x: (-radius * Math.sqrt(3)) / 2, y: -1.5 * radius },\n { x: (radius * Math.sqrt(3)) / 2, y: -1.5 * radius },\n ];\n\n ctx.beginPath();\n centers.forEach((center) => {\n ctx.moveTo(center.x + radius, center.y);\n ctx.arc(center.x, center.y, radius, 0, Math.PI * 2);\n });\n};\n\nexport const drawVesicaPiscis: DrawFunction = (ctx, size) => {\n const radius = size / 4;\n ctx.beginPath();\n ctx.arc(-radius / 2, 0, radius, 0, Math.PI * 2);\n ctx.arc(radius / 2, 0, radius, 0, Math.PI * 2);\n};\n\nexport const drawTorus: DrawFunction = (ctx, size) => {\n const outerRadius = size / 2;\n const innerRadius = size / 4;\n const steps = 36;\n\n ctx.beginPath();\n for (let i = 0; i < steps; i++) {\n const angle1 = (i / steps) * Math.PI * 2;\n // const angle2 = ((i + 1) / steps) * Math.PI * 2;\n\n for (let j = 0; j < steps; j++) {\n const phi1 = (j / steps) * Math.PI * 2;\n const phi2 = ((j + 1) / steps) * Math.PI * 2;\n\n const x1 =\n (outerRadius + innerRadius * Math.cos(phi1)) * Math.cos(angle1);\n const y1 =\n (outerRadius + innerRadius * Math.cos(phi1)) * Math.sin(angle1);\n const x2 =\n (outerRadius + innerRadius * Math.cos(phi2)) * Math.cos(angle1);\n const y2 =\n (outerRadius + innerRadius * Math.cos(phi2)) * Math.sin(angle1);\n\n ctx.moveTo(x1, y1);\n ctx.lineTo(x2, y2);\n }\n }\n};\n\nexport const drawEggOfLife: DrawFunction = (ctx, size) => {\n const radius = size / 8;\n const centers: Point[] = [\n { x: 0, y: 0 },\n { x: radius * 2, y: 0 },\n { x: radius, y: radius * Math.sqrt(3) },\n { x: -radius, y: radius * Math.sqrt(3) },\n { x: -radius * 2, y: 0 },\n { x: -radius, y: -radius * Math.sqrt(3) },\n { x: radius, y: -radius * Math.sqrt(3) },\n ];\n\n ctx.beginPath();\n centers.forEach((center) => {\n ctx.moveTo(center.x + radius, center.y);\n ctx.arc(center.x, center.y, radius, 0, Math.PI * 2);\n });\n};\n\nexport const sacredShapes: Record<string, DrawFunction> = {\n flowerOfLife: drawFlowerOfLife,\n treeOfLife: drawTreeOfLife,\n metatronsCube: drawMetatronsCube,\n sriYantra: drawSriYantra,\n seedOfLife: drawSeedOfLife,\n vesicaPiscis: drawVesicaPiscis,\n torus: drawTorus,\n eggOfLife: drawEggOfLife,\n};\n","/**\n * Configuration options for image generation.\n */\nexport interface GenerationConfig {\n /** Canvas width in pixels (default: 2048) */\n width: number;\n /** Canvas height in pixels (default: 2048) */\n height: number;\n /** Controls base shape count per layer — gridSize² × 1.5 (default: 5) */\n gridSize: number;\n /** Number of layers to generate (default: 4) */\n layers: number;\n /** Minimum shape size in pixels, scaled to canvas (default: 30) */\n minShapeSize: number;\n /** Maximum shape size in pixels, scaled to canvas (default: 400) */\n maxShapeSize: number;\n /** Starting opacity for the first layer (default: 0.7) */\n baseOpacity: number;\n /** Opacity reduction per layer (default: 0.12) */\n opacityReduction: number;\n /** Base shapes per layer — defaults to gridSize² × 1.5 when 0 */\n shapesPerLayer: number;\n}\n\nexport const DEFAULT_CONFIG: GenerationConfig = {\n width: 2048,\n height: 2048,\n gridSize: 5,\n layers: 4,\n minShapeSize: 30,\n maxShapeSize: 400,\n baseOpacity: 0.7,\n opacityReduction: 0.12,\n shapesPerLayer: 0,\n};\n"],"names":[],"version":3,"file":"browser.js.map"}
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* Browser entry point for git-hash-art.\n *\n * This module has zero Node.js dependencies — it works with a standard\n * HTMLCanvasElement or OffscreenCanvas and the native Canvas 2D API.\n */\nimport { renderHashArt } from \"./lib/render\";\nimport type { GenerationConfig } from \"./types\";\nimport { DEFAULT_CONFIG } from \"./types\";\n\n/**\n * Render hash-derived art directly onto an HTMLCanvasElement.\n *\n * The canvas should already have the desired width/height set.\n * Config width/height will be inferred from the canvas if not provided.\n *\n * @param canvas - An HTMLCanvasElement (or OffscreenCanvas)\n * @param gitHash - Hex hash string used as the deterministic seed\n * @param config - Partial generation config (merged with defaults)\n */\nfunction renderToCanvas(\n canvas: HTMLCanvasElement | OffscreenCanvas,\n gitHash: string,\n config: Partial<GenerationConfig> = {},\n): void {\n const ctx = canvas.getContext(\"2d\") as CanvasRenderingContext2D;\n if (!ctx) {\n throw new Error(\"Failed to get 2D rendering context from canvas\");\n }\n\n const finalConfig: Partial<GenerationConfig> = {\n width: canvas.width,\n height: canvas.height,\n ...config,\n };\n\n renderHashArt(ctx, gitHash, finalConfig);\n}\n\n/**\n * Render hash-derived art and return it as a Blob (browser-native).\n *\n * @param gitHash - Hex hash string used as the deterministic seed\n * @param config - Partial generation config (merged with defaults)\n * @returns A Promise that resolves to a PNG Blob\n */\nasync function generateImageBlob(\n gitHash: string,\n config: Partial<GenerationConfig> = {},\n): Promise<Blob> {\n const finalConfig: GenerationConfig = { ...DEFAULT_CONFIG, ...config };\n const { width, height } = finalConfig;\n\n const canvas = new OffscreenCanvas(width, height);\n const ctx = canvas.getContext(\"2d\") as OffscreenCanvasRenderingContext2D;\n if (!ctx) {\n throw new Error(\"Failed to get 2D rendering context from OffscreenCanvas\");\n }\n\n renderHashArt(\n ctx as unknown as CanvasRenderingContext2D,\n gitHash,\n finalConfig,\n );\n\n return canvas.convertToBlob({ type: \"image/png\" });\n}\n\n/**\n * Render hash-derived art and return it as a data URL string.\n *\n * @param gitHash - Hex hash string used as the deterministic seed\n * @param config - Partial generation config (merged with defaults)\n * @returns A data:image/png;base64,… string\n */\nfunction generateDataURL(\n gitHash: string,\n config: Partial<GenerationConfig> = {},\n): string {\n const finalConfig: GenerationConfig = { ...DEFAULT_CONFIG, ...config };\n const { width, height } = finalConfig;\n\n const canvas = document.createElement(\"canvas\");\n canvas.width = width;\n canvas.height = height;\n\n const ctx = canvas.getContext(\"2d\");\n if (!ctx) {\n throw new Error(\"Failed to get 2D rendering context\");\n }\n\n renderHashArt(ctx, gitHash, finalConfig);\n\n return canvas.toDataURL(\"image/png\");\n}\n\nexport { renderToCanvas, generateImageBlob, generateDataURL, renderHashArt };\nexport { PRESETS } from \"./lib/constants\";\nexport type { GenerationConfig } from \"./types\";\nexport { DEFAULT_CONFIG } from \"./types\";\n","/**\n * Pure rendering logic — environment-agnostic.\n *\n * Uses only the standard CanvasRenderingContext2D API so it works\n * identically in Node (@napi-rs/canvas) and browsers.\n *\n * Generation pipeline:\n * 1. Background — radial gradient from hash-derived dark palette\n * 2. Composition mode — hash selects: radial, flow-field, spiral, grid-subdivision, or clustered\n * 3. Color field — smooth positional color blending across the canvas\n * 4. Shape layers — weighted selection, focal-point placement, transparency, glow, gradients, jitter\n * 5. Recursive nesting — some shapes contain smaller shapes inside\n * 6. Flow-line pass — bezier curves following a hash-derived vector field\n * 7. Noise texture overlay — subtle grain for organic feel\n * 8. Organic connecting curves — beziers between nearby shapes\n */\nimport { SacredColorScheme, hexWithAlpha, jitterColor } from \"./canvas/colors\";\nimport { enhanceShapeGeneration } from \"./canvas/draw\";\nimport { shapes } from \"./canvas/shapes\";\nimport { createRng, seedFromHash } from \"./utils\";\nimport { DEFAULT_CONFIG, type GenerationConfig } from \"../types\";\n\n// ── Shape categories for weighted selection ─────────────────────────\n\nconst BASIC_SHAPES = [\n \"circle\",\n \"square\",\n \"triangle\",\n \"hexagon\",\n \"diamond\",\n \"cube\",\n];\nconst COMPLEX_SHAPES = [\n \"star\",\n \"jacked-star\",\n \"heart\",\n \"platonicSolid\",\n \"fibonacciSpiral\",\n \"islamicPattern\",\n \"celticKnot\",\n \"merkaba\",\n \"fractal\",\n];\nconst SACRED_SHAPES = [\n \"mandala\",\n \"flowerOfLife\",\n \"treeOfLife\",\n \"metatronsCube\",\n \"sriYantra\",\n \"seedOfLife\",\n \"vesicaPiscis\",\n \"torus\",\n \"eggOfLife\",\n];\n\n// ── Composition modes ───────────────────────────────────────────────\n\ntype CompositionMode =\n | \"radial\"\n | \"flow-field\"\n | \"spiral\"\n | \"grid-subdivision\"\n | \"clustered\";\n\nconst COMPOSITION_MODES: CompositionMode[] = [\n \"radial\",\n \"flow-field\",\n \"spiral\",\n \"grid-subdivision\",\n \"clustered\",\n];\n\n// ── Helper: pick shape with layer-aware weighting ───────────────────\n\nfunction pickShape(\n rng: () => number,\n layerRatio: number,\n shapeNames: string[],\n): string {\n const basicW = 1 - layerRatio * 0.6;\n const complexW = 0.3 + layerRatio * 0.3;\n const sacredW = 0.1 + layerRatio * 0.4;\n const total = basicW + complexW + sacredW;\n const roll = rng() * total;\n\n let pool: string[];\n if (roll < basicW) pool = BASIC_SHAPES;\n else if (roll < basicW + complexW) pool = COMPLEX_SHAPES;\n else pool = SACRED_SHAPES;\n\n const available = pool.filter((s) => shapeNames.includes(s));\n if (available.length === 0) {\n return shapeNames[Math.floor(rng() * shapeNames.length)];\n }\n return available[Math.floor(rng() * available.length)];\n}\n\n// ── Helper: simple 2D value noise (hash-seeded) ─────────────────────\n\nfunction valueNoise(\n x: number,\n y: number,\n scale: number,\n rng: () => number,\n): number {\n // Cheap pseudo-noise: combine sin waves at different frequencies\n const nx = x / scale;\n const ny = y / scale;\n return (\n (Math.sin(nx * 1.7 + ny * 2.3 + rng() * 0.001) * 0.5 +\n Math.sin(nx * 3.1 - ny * 1.9 + rng() * 0.001) * 0.3 +\n Math.sin(nx * 5.3 + ny * 4.7 + rng() * 0.001) * 0.2) *\n 0.5 +\n 0.5\n );\n}\n\n// ── Helper: get position based on composition mode ──────────────────\n\nfunction getCompositionPosition(\n mode: CompositionMode,\n rng: () => number,\n width: number,\n height: number,\n shapeIndex: number,\n totalShapes: number,\n cx: number,\n cy: number,\n): { x: number; y: number } {\n switch (mode) {\n case \"radial\": {\n const angle = rng() * Math.PI * 2;\n const maxR = Math.min(width, height) * 0.45;\n const r = Math.pow(rng(), 0.7) * maxR;\n return { x: cx + Math.cos(angle) * r, y: cy + Math.sin(angle) * r };\n }\n case \"spiral\": {\n const t = shapeIndex / totalShapes;\n const turns = 3 + rng() * 2;\n const angle = t * Math.PI * 2 * turns;\n const maxR = Math.min(width, height) * 0.42;\n const r = t * maxR + (rng() - 0.5) * maxR * 0.15;\n return { x: cx + Math.cos(angle) * r, y: cy + Math.sin(angle) * r };\n }\n case \"grid-subdivision\": {\n const cells = 3 + Math.floor(rng() * 3);\n const cellW = width / cells;\n const cellH = height / cells;\n const gx = Math.floor(rng() * cells);\n const gy = Math.floor(rng() * cells);\n return {\n x: gx * cellW + rng() * cellW,\n y: gy * cellH + rng() * cellH,\n };\n }\n case \"clustered\": {\n // Pick one of 3-5 cluster centers, then scatter around it\n const numClusters = 3 + Math.floor(rng() * 3);\n const ci = Math.floor(rng() * numClusters);\n // Deterministic cluster center from index\n const clusterRng = createRng(seedFromHash(String(ci), 999));\n const clx = width * (0.15 + clusterRng() * 0.7);\n const cly = height * (0.15 + clusterRng() * 0.7);\n const spread = Math.min(width, height) * 0.18;\n return {\n x: clx + (rng() - 0.5) * spread * 2,\n y: cly + (rng() - 0.5) * spread * 2,\n };\n }\n case \"flow-field\":\n default: {\n // Random position, will be adjusted by flow field direction later\n return { x: rng() * width, y: rng() * height };\n }\n }\n}\n\n// ── Helper: positional color blending ───────────────────────────────\n\nfunction getPositionalColor(\n x: number,\n y: number,\n width: number,\n height: number,\n colors: string[],\n rng: () => number,\n): string {\n // Blend between palette colors based on position\n const nx = x / width;\n const ny = y / height;\n // Use position to bias which palette color is chosen\n const posIndex = (nx * 0.6 + ny * 0.4) * (colors.length - 1);\n const baseIdx = Math.floor(posIndex) % colors.length;\n // Then jitter it slightly\n return jitterColor(colors[baseIdx], rng, 0.08);\n}\n\n// ── Main render function ────────────────────────────────────────────\n\nexport function renderHashArt(\n ctx: CanvasRenderingContext2D,\n gitHash: string,\n config: Partial<GenerationConfig> = {},\n): void {\n const finalConfig: GenerationConfig = { ...DEFAULT_CONFIG, ...config };\n const {\n width,\n height,\n gridSize,\n layers,\n minShapeSize,\n maxShapeSize,\n baseOpacity,\n opacityReduction,\n } = finalConfig;\n\n finalConfig.shapesPerLayer =\n finalConfig.shapesPerLayer || Math.floor(gridSize * gridSize * 1.5);\n\n const colorScheme = new SacredColorScheme(gitHash);\n const colors = colorScheme.getColors();\n const [bgStart, bgEnd] = colorScheme.getBackgroundColors();\n\n const shapeNames = Object.keys(shapes);\n const scaleFactor = Math.min(width, height) / 1024;\n const adjustedMinSize = minShapeSize * scaleFactor;\n const adjustedMaxSize = maxShapeSize * scaleFactor;\n\n const rng = createRng(seedFromHash(gitHash));\n const cx = width / 2;\n const cy = height / 2;\n\n // ── 1. Background ──────────────────────────────────────────────\n const bgRadius = Math.hypot(cx, cy);\n const bgGrad = ctx.createRadialGradient(cx, cy, 0, cx, cy, bgRadius);\n bgGrad.addColorStop(0, bgStart);\n bgGrad.addColorStop(1, bgEnd);\n ctx.fillStyle = bgGrad;\n ctx.fillRect(0, 0, width, height);\n\n // ── 2. Composition mode ────────────────────────────────────────\n const compositionMode =\n COMPOSITION_MODES[Math.floor(rng() * COMPOSITION_MODES.length)];\n\n // ── 3. Focal points ────────────────────────────────────────────\n const numFocal = 1 + Math.floor(rng() * 2);\n const focalPoints: Array<{ x: number; y: number; strength: number }> = [];\n for (let f = 0; f < numFocal; f++) {\n focalPoints.push({\n x: width * (0.2 + rng() * 0.6),\n y: height * (0.2 + rng() * 0.6),\n strength: 0.3 + rng() * 0.4,\n });\n }\n\n function applyFocalBias(rx: number, ry: number): [number, number] {\n let nearest = focalPoints[0];\n let minDist = Infinity;\n for (const fp of focalPoints) {\n const d = Math.hypot(rx - fp.x, ry - fp.y);\n if (d < minDist) {\n minDist = d;\n nearest = fp;\n }\n }\n const pull = nearest.strength * rng() * 0.5;\n return [rx + (nearest.x - rx) * pull, ry + (nearest.y - ry) * pull];\n }\n\n // ── 4. Flow field seed values (for flow-field mode & line pass) ─\n const fieldAngleBase = rng() * Math.PI * 2;\n const fieldFreq = 0.5 + rng() * 2;\n\n function flowAngle(x: number, y: number): number {\n return (\n fieldAngleBase +\n Math.sin((x / width) * fieldFreq * Math.PI * 2) * Math.PI * 0.5 +\n Math.cos((y / height) * fieldFreq * Math.PI * 2) * Math.PI * 0.5\n );\n }\n\n // ── 5. Shape layers ────────────────────────────────────────────\n const shapePositions: Array<{ x: number; y: number; size: number }> = [];\n\n for (let layer = 0; layer < layers; layer++) {\n const layerRatio = layers > 1 ? layer / (layers - 1) : 0;\n const numShapes =\n finalConfig.shapesPerLayer +\n Math.floor(rng() * finalConfig.shapesPerLayer * 0.3);\n const layerOpacity = Math.max(0.15, baseOpacity - layer * opacityReduction);\n const layerSizeScale = 1 - layer * 0.15;\n\n for (let i = 0; i < numShapes; i++) {\n // Position from composition mode, then focal bias\n const rawPos = getCompositionPosition(\n compositionMode,\n rng,\n width,\n height,\n i,\n numShapes,\n cx,\n cy,\n );\n const [x, y] = applyFocalBias(rawPos.x, rawPos.y);\n\n // Weighted shape selection\n const shape = pickShape(rng, layerRatio, shapeNames);\n\n // Power distribution for size\n const sizeT = Math.pow(rng(), 1.8);\n const size =\n (adjustedMinSize + sizeT * (adjustedMaxSize - adjustedMinSize)) *\n layerSizeScale;\n\n // Flow-field rotation in flow-field mode, random otherwise\n const rotation =\n compositionMode === \"flow-field\"\n ? (flowAngle(x, y) * 180) / Math.PI + (rng() - 0.5) * 30\n : rng() * 360;\n\n // Positional color blending + jitter\n const fillBase = getPositionalColor(x, y, width, height, colors, rng);\n const strokeBase = colors[Math.floor(rng() * colors.length)];\n const fillColor = jitterColor(fillBase, rng, 0.06);\n const strokeColor = jitterColor(strokeBase, rng, 0.05);\n\n // Semi-transparent fill\n const fillAlpha = 0.2 + rng() * 0.5;\n const transparentFill = hexWithAlpha(fillColor, fillAlpha);\n\n const strokeWidth = (0.5 + rng() * 2.0) * scaleFactor;\n\n ctx.globalAlpha = layerOpacity * (0.5 + rng() * 0.5);\n\n // Glow on sacred shapes more often\n const isSacred = SACRED_SHAPES.includes(shape);\n const glowChance = isSacred ? 0.45 : 0.2;\n const hasGlow = rng() < glowChance;\n const glowRadius = hasGlow ? (8 + rng() * 20) * scaleFactor : 0;\n\n // Gradient fill on ~30%\n const hasGradient = rng() < 0.3;\n const gradientEnd = hasGradient\n ? jitterColor(colors[Math.floor(rng() * colors.length)], rng, 0.1)\n : undefined;\n\n enhanceShapeGeneration(ctx, shape, x, y, {\n fillColor: transparentFill,\n strokeColor,\n strokeWidth,\n size,\n rotation,\n proportionType: \"GOLDEN_RATIO\",\n glowRadius,\n glowColor: hasGlow ? hexWithAlpha(fillColor, 0.6) : undefined,\n gradientFillEnd: gradientEnd,\n });\n\n shapePositions.push({ x, y, size });\n\n // ── 5b. Recursive nesting: ~15% of larger shapes get inner shapes ──\n if (size > adjustedMaxSize * 0.4 && rng() < 0.15) {\n const innerCount = 1 + Math.floor(rng() * 3);\n for (let n = 0; n < innerCount; n++) {\n const innerShape = pickShape(\n rng,\n Math.min(1, layerRatio + 0.3),\n shapeNames,\n );\n const innerSize = size * (0.15 + rng() * 0.25);\n const innerOffX = (rng() - 0.5) * size * 0.4;\n const innerOffY = (rng() - 0.5) * size * 0.4;\n const innerRot = rng() * 360;\n const innerFill = hexWithAlpha(\n jitterColor(colors[Math.floor(rng() * colors.length)], rng, 0.1),\n 0.3 + rng() * 0.4,\n );\n\n ctx.globalAlpha = layerOpacity * 0.7;\n enhanceShapeGeneration(\n ctx,\n innerShape,\n x + innerOffX,\n y + innerOffY,\n {\n fillColor: innerFill,\n strokeColor: hexWithAlpha(strokeColor, 0.5),\n strokeWidth: strokeWidth * 0.6,\n size: innerSize,\n rotation: innerRot,\n proportionType: \"GOLDEN_RATIO\",\n },\n );\n }\n }\n }\n }\n\n // ── 6. Flow-line pass ──────────────────────────────────────────\n // Draw flowing curves that follow the hash-derived vector field\n const numFlowLines = 6 + Math.floor(rng() * 10);\n for (let i = 0; i < numFlowLines; i++) {\n let fx = rng() * width;\n let fy = rng() * height;\n const steps = 30 + Math.floor(rng() * 40);\n const stepLen = (3 + rng() * 5) * scaleFactor;\n\n ctx.globalAlpha = 0.06 + rng() * 0.1;\n ctx.strokeStyle = hexWithAlpha(\n colors[Math.floor(rng() * colors.length)],\n 0.4,\n );\n ctx.lineWidth = (0.5 + rng() * 1.5) * scaleFactor;\n\n ctx.beginPath();\n ctx.moveTo(fx, fy);\n\n for (let s = 0; s < steps; s++) {\n const angle = flowAngle(fx, fy) + (rng() - 0.5) * 0.3;\n fx += Math.cos(angle) * stepLen;\n fy += Math.sin(angle) * stepLen;\n\n // Stay in bounds\n if (fx < 0 || fx > width || fy < 0 || fy > height) break;\n ctx.lineTo(fx, fy);\n }\n ctx.stroke();\n }\n\n // ── 7. Noise texture overlay ───────────────────────────────────\n // Subtle grain rendered as tiny semi-transparent dots\n const noiseRng = createRng(seedFromHash(gitHash, 777));\n const noiseDensity = Math.floor((width * height) / 800);\n for (let i = 0; i < noiseDensity; i++) {\n const nx = noiseRng() * width;\n const ny = noiseRng() * height;\n const brightness = noiseRng() > 0.5 ? 255 : 0;\n const alpha = 0.01 + noiseRng() * 0.03;\n ctx.globalAlpha = alpha;\n ctx.fillStyle = `rgba(${brightness},${brightness},${brightness},1)`;\n ctx.fillRect(nx, ny, 1 * scaleFactor, 1 * scaleFactor);\n }\n\n // ── 8. Organic connecting curves ───────────────────────────────\n if (shapePositions.length > 1) {\n const numCurves = Math.floor((8 * (width * height)) / (1024 * 1024));\n ctx.lineWidth = 0.8 * scaleFactor;\n\n for (let i = 0; i < numCurves; i++) {\n const idxA = Math.floor(rng() * shapePositions.length);\n const offset =\n 1 + Math.floor(rng() * Math.min(5, shapePositions.length - 1));\n const idxB = (idxA + offset) % shapePositions.length;\n\n const a = shapePositions[idxA];\n const b = shapePositions[idxB];\n\n const mx = (a.x + b.x) / 2;\n const my = (a.y + b.y) / 2;\n const dx = b.x - a.x;\n const dy = b.y - a.y;\n const dist = Math.hypot(dx, dy);\n const bulge = (rng() - 0.5) * dist * 0.4;\n\n const cpx = mx + (-dy / (dist || 1)) * bulge;\n const cpy = my + (dx / (dist || 1)) * bulge;\n\n ctx.globalAlpha = 0.06 + rng() * 0.1;\n ctx.strokeStyle = hexWithAlpha(\n colors[Math.floor(rng() * colors.length)],\n 0.3,\n );\n\n ctx.beginPath();\n ctx.moveTo(a.x, a.y);\n ctx.quadraticCurveTo(cpx, cpy, b.x, b.y);\n ctx.stroke();\n }\n }\n\n ctx.globalAlpha = 1;\n}\n","import ColorScheme from \"color-scheme\";\nimport \"../../../global.d\";\n\nimport { gitHashToSeed } from \"../utils\";\n\n/**\n * Generates a color scheme based on a given Git hash.\n */\nexport function generateColorScheme(gitHash: string): string[] {\n const seed = gitHashToSeed(gitHash);\n const scheme = new ColorScheme();\n scheme\n .from_hue(seed % 360)\n .scheme(\"analogic\")\n .variation(\"soft\");\n\n let colors = scheme.colors().map((hex: string) => `#${hex}`);\n\n const contrastingHue = (seed + 180) % 360;\n const contrastingScheme = new ColorScheme();\n contrastingScheme.from_hue(contrastingHue).scheme(\"mono\").variation(\"soft\");\n colors.push(`#${contrastingScheme.colors()[0]}`);\n\n return colors;\n}\n\ninterface MetallicColors {\n gold: string;\n silver: string;\n copper: string;\n bronze: string;\n}\n\n// Enhanced color scheme generation for sacred geometry\nexport class SacredColorScheme {\n private seed: number;\n public baseScheme: string[];\n private complementaryScheme: string[];\n private triadicScheme: string[];\n private metallic: MetallicColors;\n\n constructor(gitHash: string) {\n this.seed = gitHashToSeed(gitHash);\n this.baseScheme = this.generateBaseScheme();\n this.complementaryScheme = this.generateComplementaryScheme();\n this.triadicScheme = this.generateTriadicScheme();\n this.metallic = this.generateMetallicColors();\n }\n\n private generateBaseScheme(): string[] {\n const scheme = new ColorScheme();\n return scheme\n .from_hue(this.seed % 360)\n .scheme(\"analogic\")\n .variation(\"soft\")\n .colors()\n .map((hex: string) => `#${hex}`);\n }\n\n private generateComplementaryScheme(): string[] {\n const complementaryHue = (this.seed + 180) % 360;\n const scheme = new ColorScheme();\n return scheme\n .from_hue(complementaryHue)\n .scheme(\"mono\")\n .variation(\"soft\")\n .colors()\n .map((hex: string) => `#${hex}`);\n }\n\n private generateTriadicScheme(): string[] {\n const triadicHue = (this.seed + 120) % 360;\n const scheme = new ColorScheme();\n return scheme\n .from_hue(triadicHue)\n .scheme(\"triade\")\n .variation(\"soft\")\n .colors()\n .map((hex: string) => `#${hex}`);\n }\n\n private generateMetallicColors(): MetallicColors {\n return {\n gold: \"#FFD700\",\n silver: \"#C0C0C0\",\n copper: \"#B87333\",\n bronze: \"#CD7F32\",\n };\n }\n\n /**\n * Returns a flat array of hash-derived colors suitable for art generation.\n * Combines base analogic, complementary, and triadic schemes for variety\n * while maintaining color harmony.\n */\n getColors(): string[] {\n // Deduplicate and return a rich palette\n const all = [\n ...this.baseScheme.slice(0, 4),\n ...this.complementaryScheme.slice(0, 2),\n ...this.triadicScheme.slice(0, 2),\n ];\n return [...new Set(all)];\n }\n\n /**\n * Returns two background colors derived from the hash — darker variants\n * of the base scheme for gradient backgrounds.\n */\n getBackgroundColors(): [string, string] {\n return [\n this.darken(this.baseScheme[0], 0.65),\n this.darken(this.baseScheme[1], 0.55),\n ];\n }\n\n /**\n * Simple hex color darkening by a factor (0 = black, 1 = unchanged).\n */\n private darken(hex: string, factor: number): string {\n const c = hex.replace(\"#\", \"\");\n const r = Math.round(parseInt(c.substring(0, 2), 16) * factor);\n const g = Math.round(parseInt(c.substring(2, 4), 16) * factor);\n const b = Math.round(parseInt(c.substring(4, 6), 16) * factor);\n return `#${r.toString(16).padStart(2, \"0\")}${g.toString(16).padStart(2, \"0\")}${b.toString(16).padStart(2, \"0\")}`;\n }\n}\n\n// ── Standalone color utilities ──────────────────────────────────────\n\n/** Parse a hex color (#RRGGBB) into [r, g, b] 0-255. */\nfunction hexToRgb(hex: string): [number, number, number] {\n const c = hex.replace(\"#\", \"\");\n return [\n parseInt(c.substring(0, 2), 16),\n parseInt(c.substring(2, 4), 16),\n parseInt(c.substring(4, 6), 16),\n ];\n}\n\n/** Format [r, g, b] back to #RRGGBB. */\nfunction rgbToHex(r: number, g: number, b: number): string {\n const clamp = (v: number) => Math.max(0, Math.min(255, Math.round(v)));\n return `#${clamp(r).toString(16).padStart(2, \"0\")}${clamp(g).toString(16).padStart(2, \"0\")}${clamp(b).toString(16).padStart(2, \"0\")}`;\n}\n\n/**\n * Return a hex color with an alpha component as an rgba() CSS string.\n * `alpha` is 0-1.\n */\nexport function hexWithAlpha(hex: string, alpha: number): string {\n const [r, g, b] = hexToRgb(hex);\n return `rgba(${r},${g},${b},${alpha.toFixed(3)})`;\n}\n\n/**\n * Apply slight hue/saturation/lightness jitter to a hex color.\n * `rng` should return a float in [0,1). `amount` controls intensity (0-1, default 0.1).\n */\nexport function jitterColor(\n hex: string,\n rng: () => number,\n amount = 0.1,\n): string {\n const [r, g, b] = hexToRgb(hex);\n const jit = () => (rng() - 0.5) * 2 * amount * 255;\n return rgbToHex(r + jit(), g + jit(), b + jit());\n}\n","declare module 'color-scheme' {\n class ColorScheme {\n from_hue(hue: number): this;\n scheme(name: string): this;\n variation(name: string): this;\n colors(): string[];\n }\n\n export = ColorScheme;\n}\n\n// declare module 'color-scheme';\n","export function gitHashToSeed(gitHash: string): number {\n return parseInt(gitHash.slice(0, 8), 16);\n}\n\n/**\n * Mulberry32 — a fast, high-quality 32-bit seeded PRNG.\n * Returns a function that produces deterministic floats in [0, 1).\n */\nexport function createRng(seed: number): () => number {\n let s = seed | 0;\n return () => {\n s = (s + 0x6d2b79f5) | 0;\n let t = Math.imul(s ^ (s >>> 15), 1 | s);\n t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296;\n };\n}\n\n/**\n * Derive a deterministic seed from a hash string and an extra index\n * so each call-site gets its own independent stream.\n */\nexport function seedFromHash(hash: string, offset = 0): number {\n let h = 0;\n for (let i = 0; i < hash.length; i++) {\n h = (Math.imul(31, h) + hash.charCodeAt(i)) | 0;\n }\n return (h + offset) | 0;\n}\n\n/**\n * Legacy helper kept for backward compat — now backed by mulberry32.\n * Prefer createRng() + rng() for new code.\n */\nexport function getRandomFromHash(\n hash: string,\n index: number,\n min: number,\n max: number,\n): number {\n const rng = createRng(seedFromHash(hash, index));\n return min + rng() * (max - min);\n}\n\n// Golden ratio and other important proportions\nexport const Proportions = {\n GOLDEN_RATIO: 1.618034,\n SQUARE_ROOT_2: Math.sqrt(2),\n SQUARE_ROOT_3: Math.sqrt(3),\n SQUARE_ROOT_5: Math.sqrt(5),\n PI: Math.PI,\n PHI: (1 + Math.sqrt(5)) / 2,\n};\n\nexport type ProportionType = keyof typeof Proportions;\n\ninterface Pattern {\n type: string;\n config: any;\n}\n\ninterface LayerConfig {\n baseSize: number;\n baseOpacity?: number;\n opacityReduction?: number;\n rotationOffset?: number;\n proportionType?: ProportionType;\n}\n\n// Pattern combination utilities\nexport class PatternCombiner {\n static getProportionalSize(baseSize: number, proportion: number): number {\n return baseSize * proportion;\n }\n\n static centerPattern(\n ctx: CanvasRenderingContext2D,\n width: number,\n height: number,\n ): void {\n ctx.translate(width / 2, height / 2);\n }\n\n // Combines sacred geometry patterns with proper proportions\n static layerPatterns(\n ctx: CanvasRenderingContext2D,\n patterns: Pattern[],\n config: LayerConfig,\n ): void {\n const {\n baseSize,\n baseOpacity = 0.6,\n opacityReduction = 0.1,\n rotationOffset = 0,\n proportionType = \"GOLDEN_RATIO\",\n } = config;\n\n patterns.forEach((pattern, index) => {\n const size = this.getProportionalSize(\n baseSize,\n Math.pow(Proportions[proportionType], index),\n );\n const opacity = Math.max(0.1, baseOpacity - index * opacityReduction);\n const rotation = rotationOffset * index;\n\n ctx.save();\n ctx.globalAlpha = opacity;\n ctx.rotate((rotation * Math.PI) / 180);\n\n shapes[pattern.type](ctx, size, pattern.config);\n ctx.restore();\n });\n }\n}\n","import { PatternCombiner, ProportionType } from \"../utils\";\nimport { shapes } from \"./shapes\";\n\ninterface DrawShapeConfig {\n fillColor: string;\n strokeColor: string;\n strokeWidth: number;\n size: number;\n rotation: number;\n}\n\ninterface EnhanceShapeConfig extends DrawShapeConfig {\n patterns?: Array<{ type: string; config: any }>;\n proportionType?: ProportionType;\n baseOpacity?: number;\n opacityReduction?: number;\n /** If provided, applies a glow (shadowBlur) effect. */\n glowRadius?: number;\n glowColor?: string;\n /** If provided, fills with a radial gradient between two colors. */\n gradientFillEnd?: string;\n}\n\nexport function drawShape(\n ctx: CanvasRenderingContext2D,\n shape: string,\n x: number,\n y: number,\n config: DrawShapeConfig,\n) {\n const { fillColor, strokeColor, strokeWidth, size, rotation } = config;\n ctx.save();\n ctx.translate(x, y);\n ctx.rotate((rotation * Math.PI) / 180);\n ctx.fillStyle = fillColor;\n ctx.strokeStyle = strokeColor;\n ctx.lineWidth = strokeWidth;\n\n const drawFunction = shapes[shape];\n if (drawFunction) {\n drawFunction(ctx, size);\n ctx.fill();\n ctx.stroke();\n }\n\n ctx.restore();\n}\n\n/**\n * Enhanced shape drawing with glow, gradient fills, and pattern layering.\n */\nexport function enhanceShapeGeneration(\n ctx: CanvasRenderingContext2D,\n shape: string,\n x: number,\n y: number,\n config: EnhanceShapeConfig,\n) {\n const {\n fillColor,\n strokeColor,\n strokeWidth,\n size,\n rotation,\n patterns = [],\n proportionType = \"GOLDEN_RATIO\",\n baseOpacity = 0.6,\n opacityReduction = 0.1,\n glowRadius = 0,\n glowColor,\n gradientFillEnd,\n } = config;\n\n ctx.save();\n ctx.translate(x, y);\n ctx.rotate((rotation * Math.PI) / 180);\n\n // Glow / shadow effect\n if (glowRadius > 0) {\n ctx.shadowBlur = glowRadius;\n ctx.shadowColor = glowColor || fillColor;\n ctx.shadowOffsetX = 0;\n ctx.shadowOffsetY = 0;\n }\n\n // Gradient fill or flat fill\n if (gradientFillEnd) {\n const grad = ctx.createRadialGradient(0, 0, 0, 0, 0, size / 2);\n grad.addColorStop(0, fillColor);\n grad.addColorStop(1, gradientFillEnd);\n ctx.fillStyle = grad;\n } else {\n ctx.fillStyle = fillColor;\n }\n\n ctx.strokeStyle = strokeColor;\n ctx.lineWidth = strokeWidth;\n\n const drawFunction = shapes[shape];\n if (drawFunction) {\n drawFunction(ctx, size);\n ctx.fill();\n ctx.stroke();\n }\n\n // Reset shadow so patterns aren't double-glowed\n if (glowRadius > 0) {\n ctx.shadowBlur = 0;\n }\n\n // Layer additional patterns if specified\n if (patterns.length > 0) {\n PatternCombiner.layerPatterns(ctx, patterns, {\n baseSize: size,\n baseOpacity,\n opacityReduction,\n proportionType,\n });\n }\n\n ctx.restore();\n}\n","import { basicShapes } from \"./basic\";\nimport { complexShapes } from \"./complex\";\nimport { sacredShapes } from \"./sacred\";\n\ntype DrawFunction = (\n ctx: CanvasRenderingContext2D,\n size: number,\n config?: any,\n) => void;\n\nexport const shapes: Record<string, DrawFunction> = {\n ...basicShapes,\n ...complexShapes,\n ...sacredShapes,\n};\n","type DrawFunction = (ctx: CanvasRenderingContext2D, size: number) => void;\n\nexport const drawCircle: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n ctx.arc(0, 0, size / 2, 0, Math.PI * 2);\n};\n\nexport const drawSquare: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n ctx.rect(-size / 2, -size / 2, size, size);\n};\n\nexport const drawTriangle: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n ctx.moveTo(0, -size / 2);\n ctx.lineTo(-size / 2, size / 2);\n ctx.lineTo(size / 2, size / 2);\n ctx.closePath();\n};\n\nexport const drawHexagon: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n for (let i = 0; i < 6; i++) {\n const angle = ((Math.PI * 2) / 6) * i;\n const x = (size / 2) * Math.cos(angle);\n const y = (size / 2) * Math.sin(angle);\n if (i === 0) ctx.moveTo(x, y);\n else ctx.lineTo(x, y);\n }\n ctx.closePath();\n};\n\nexport const drawStar: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n for (let i = 0; i < 10; i++) {\n const angle = Math.PI / 5 + (Math.PI / 5) * i * 3;\n const radius = i % 2 === 0 ? size / 2 : size / 4;\n const x = radius * Math.cos(angle);\n const y = radius * Math.sin(angle);\n if (i === 0) ctx.moveTo(x, y);\n else ctx.lineTo(x, y);\n }\n ctx.closePath();\n};\n\nexport const drawJackedStar: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n for (let i = 0; i < 10; i++) {\n const angle = Math.PI / 30 + (Math.PI / 30) * i * 8;\n const radius = i % 2 === 0 ? size / 2 : size / 8;\n const x = radius * Math.cos(angle);\n const y = radius * Math.sin(angle);\n if (i === 0) ctx.moveTo(x, y);\n else ctx.lineTo(x, y);\n }\n ctx.closePath();\n};\n\nexport const drawHeart: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n ctx.moveTo(0, size / 4);\n ctx.quadraticCurveTo(size / 2, size / 4, 0, -size / 4);\n ctx.quadraticCurveTo(-size / 2, size / 4, 0, size / 4);\n};\n\nexport const drawDiamond: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n ctx.moveTo(0, -size / 2);\n ctx.lineTo(size / 2, 0);\n ctx.lineTo(0, size / 2);\n ctx.lineTo(-size / 2, 0);\n ctx.closePath();\n};\n\nexport const drawCube: DrawFunction = (ctx, size) => {\n ctx.beginPath();\n ctx.moveTo(-size / 2, -size / 2);\n ctx.lineTo(size / 2, -size / 2);\n ctx.lineTo(size / 2, size / 2);\n ctx.lineTo(-size / 2, size / 2);\n ctx.closePath();\n};\n\n// Optional: Create a shape map for easier lookup\nexport const basicShapes: Record<string, DrawFunction> = {\n circle: drawCircle,\n square: drawSquare,\n triangle: drawTriangle,\n hexagon: drawHexagon,\n star: drawStar,\n \"jacked-star\": drawJackedStar,\n heart: drawHeart,\n diamond: drawDiamond,\n cube: drawCube,\n};\n","import { defaultShapeConfig } from \"../../constants\";\nimport { applyTransforms, createCirclePoints, restoreContext } from \"./utils\";\n\ninterface PlatonicSolidConfig {\n vertices: number;\n faces: number;\n}\n\ninterface FibonacciConfig {\n iterations: number;\n growthFactor: number;\n}\n\ninterface GoldenRatioConfig {\n iterations: number;\n ratio: number;\n}\n\nexport const ShapeConfigs = {\n platonic: {\n tetrahedron: { vertices: 4, faces: 4 },\n cube: { vertices: 8, faces: 6 },\n octahedron: { vertices: 6, faces: 8 },\n dodecahedron: { vertices: 20, faces: 12 },\n icosahedron: { vertices: 12, faces: 20 },\n } as Record<string, PlatonicSolidConfig>,\n fibonacci: {\n iterations: 13,\n growthFactor: 1.618034, // Golden ratio\n } as FibonacciConfig,\n goldenRatio: {\n iterations: 8,\n ratio: 1.618034,\n } as GoldenRatioConfig,\n};\n\ninterface ShapeConfig {\n fillStyle?: string;\n strokeStyle?: string;\n lineWidth?: number;\n rotation?: number;\n iterations?: number;\n animate?: boolean;\n type?: string;\n}\n\ntype DrawFunction = (\n ctx: CanvasRenderingContext2D,\n size: number,\n config?: ShapeConfig,\n) => void;\n\nexport const drawPlatonicSolid: DrawFunction = (ctx, size, config = {}) => {\n const finalConfig = { ...defaultShapeConfig, ...config };\n applyTransforms(ctx, size, finalConfig);\n\n const solidType = config.type as keyof typeof ShapeConfigs.platonic;\n const solidConfig =\n ShapeConfigs.platonic[solidType] ?? ShapeConfigs.platonic.icosahedron;\n const {\n vertices,\n // faces\n } = solidConfig;\n const radius = size / 2;\n\n // Calculate vertices based on platonic solid type\n const points = createCirclePoints(0, 0, radius, vertices);\n\n ctx.beginPath();\n // Draw edges between vertices\n points.forEach((p1, i) => {\n points.slice(i + 1).forEach((p2) => {\n ctx.moveTo(p1.x, p1.y);\n ctx.lineTo(p2.x, p2.y);\n });\n });\n\n if (finalConfig.fillStyle !== \"transparent\") {\n ctx.fill();\n }\n ctx.stroke();\n restoreContext(ctx);\n};\n\nexport const drawFibonacciSpiral: DrawFunction = (ctx, size, config = {}) => {\n const finalConfig = {\n ...defaultShapeConfig,\n ...ShapeConfigs.fibonacci,\n ...config,\n };\n applyTransforms(ctx, size, finalConfig);\n\n let current = 1;\n let previous = 1;\n let scale = size / Math.pow(finalConfig.growthFactor, finalConfig.iterations);\n\n ctx.beginPath();\n for (let i = 0; i < finalConfig.iterations; i++) {\n const radius = scale * current;\n const centerX = radius / 2;\n const centerY = radius / 2;\n\n ctx.arc(centerX, centerY, radius, Math.PI, Math.PI * 1.5);\n\n // Calculate next Fibonacci number\n const next = current + previous;\n previous = current;\n current = next;\n\n // Transform for next iteration\n ctx.translate(radius, 0);\n ctx.rotate(Math.PI / 2);\n }\n\n ctx.stroke();\n restoreContext(ctx);\n};\n\nexport const drawIslamicPattern: DrawFunction = (ctx, size, config = {}) => {\n const finalConfig = { ...defaultShapeConfig, ...config };\n applyTransforms(ctx, size, finalConfig);\n\n const gridSize = 8;\n const unit = size / gridSize;\n\n ctx.beginPath();\n // Create base grid\n for (let i = 0; i <= gridSize; i++) {\n for (let j = 0; j <= gridSize; j++) {\n const x = (i - gridSize / 2) * unit;\n const y = (j - gridSize / 2) * unit;\n\n // Draw star pattern at each intersection\n const radius = unit / 2;\n for (let k = 0; k < 8; k++) {\n const angle = (Math.PI / 4) * k;\n const x1 = x + radius * Math.cos(angle);\n const y1 = y + radius * Math.sin(angle);\n const x2 = x + radius * Math.cos(angle + Math.PI / 4);\n const y2 = y + radius * Math.sin(angle + Math.PI / 4);\n ctx.moveTo(x1, y1);\n ctx.lineTo(x2, y2);\n }\n }\n }\n\n ctx.stroke();\n restoreContext(ctx);\n};\n\nexport const drawCelticKnot: DrawFunction = (ctx, size, config = {}) => {\n const finalConfig = { ...defaultShapeConfig, ...config };\n applyTransforms(ctx, size, finalConfig);\n\n const gridSize = 4;\n const unit = size / gridSize;\n\n const drawKnotSegment = (x: number, y: number, type: string) => {\n ctx.beginPath();\n switch (type) {\n case \"over\":\n ctx.moveTo(x, y);\n ctx.bezierCurveTo(\n x + unit / 2,\n y,\n x + unit / 2,\n y + unit,\n x + unit,\n y + unit,\n );\n break;\n case \"under\":\n ctx.moveTo(x, y + unit);\n ctx.bezierCurveTo(x + unit / 2, y + unit, x + unit / 2, y, x + unit, y);\n break;\n }\n ctx.stroke();\n };\n\n // Create knot pattern\n for (let i = 0; i < gridSize; i++) {\n for (let j = 0; j < gridSize; j++) {\n const x = (i - gridSize / 2) * unit;\n const y = (j - gridSize / 2) * unit;\n drawKnotSegment(x, y, (i + j) % 2 === 0 ? \"over\" : \"under\");\n }\n }\n\n restoreContext(ctx);\n};\n\nexport const drawMerkaba: DrawFunction = (ctx, size, config = {}) => {\n const finalConfig = { ...defaultShapeConfig, ...config };\n applyTransforms(ctx, size, finalConfig);\n\n const radius = size / 2;\n\n // Draw two intersecting tetrahedra\n ctx.beginPath();\n // First tetrahedron\n const points1 = createCirclePoints(0, 0, radius, 3);\n points1.forEach((p1, i) => {\n points1.slice(i + 1).forEach((p2) => {\n ctx.moveTo(p1.x, p1.y);\n ctx.lineTo(p2.x, p2.y);\n });\n });\n\n // Second tetrahedron (rotated)\n ctx.rotate(Math.PI / 6);\n const points2 = createCirclePoints(0, 0, radius, 3);\n points2.forEach((p1, i) => {\n points2.slice(i + 1).forEach((p2) => {\n ctx.moveTo(p1.x, p1.y);\n ctx.lineTo(p2.x, p2.y);\n });\n });\n\n if (finalConfig.fillStyle !== \"transparent\") {\n ctx.fill();\n }\n ctx.stroke();\n restoreContext(ctx);\n};\n\nexport const drawMandala: DrawFunction = (ctx, size, config = {}) => {\n const finalConfig = { ...defaultShapeConfig, ...config };\n applyTransforms(ctx, size, finalConfig);\n\n const numCircles = 8;\n const numPoints = 16;\n const radius = size / 2;\n\n ctx.beginPath();\n for (let i = 1; i <= numCircles; i++) {\n const circleRadius = (radius / numCircles) * i;\n ctx.moveTo(circleRadius, 0);\n ctx.arc(0, 0, circleRadius, 0, Math.PI * 2);\n\n for (let j = 0; j < numPoints; j++) {\n const angle = (Math.PI * 2 * j) / numPoints;\n const x = circleRadius * Math.cos(angle);\n const y = circleRadius * Math.sin(angle);\n ctx.moveTo(0, 0);\n ctx.lineTo(x, y);\n }\n }\n\n ctx.stroke();\n restoreContext(ctx);\n};\n\nexport const drawFractal: DrawFunction = (ctx, size, config = {}) => {\n const finalConfig = { ...defaultShapeConfig, ...config, iterations: 5 };\n applyTransforms(ctx, size, finalConfig);\n\n const drawBranch = (\n x: number,\n y: number,\n length: number,\n angle: number,\n depth: number,\n ) => {\n if (depth === 0) return;\n\n const endX = x + length * Math.cos(angle);\n const endY = y + length * Math.sin(angle);\n\n ctx.beginPath();\n ctx.moveTo(x, y);\n ctx.lineTo(endX, endY);\n ctx.stroke();\n\n drawBranch(endX, endY, length * 0.7, angle - Math.PI / 6, depth - 1);\n drawBranch(endX, endY, length * 0.7, angle + Math.PI / 6, depth - 1);\n };\n\n drawBranch(0, size / 2, size / 4, -Math.PI / 2, finalConfig.iterations);\n restoreContext(ctx);\n};\n\nexport const complexShapes: Record<string, DrawFunction> = {\n platonicSolid: drawPlatonicSolid,\n fibonacciSpiral: drawFibonacciSpiral,\n islamicPattern: drawIslamicPattern,\n celticKnot: drawCelticKnot,\n merkaba: drawMerkaba,\n mandala: drawMandala,\n fractal: drawFractal,\n};\n","// Define interfaces for our configurations\ninterface PresetConfig {\n hash: string;\n width: number;\n height: number;\n gridSize?: number;\n shapesPerLayer?: number;\n layers?: number;\n baseOpacity?: number;\n minShapeSize?: number;\n maxShapeSize?: number;\n}\n\ninterface ShapeConfig {\n strokeStyle: string;\n fillStyle: string;\n lineWidth: number;\n rotation: number;\n iterations: number;\n animate: boolean;\n}\n\n// Define the type for PRESETS\ntype Presets = {\n [key: string]: PresetConfig;\n};\n\nexport const PRESETS: Presets = {\n // Standard sizes with different hashes\n react: {\n hash: \"46192e59d42f741c761cbea79462a8b3815dd905\",\n width: 1024,\n height: 1024,\n },\n angular: {\n hash: \"f31a6c3e94420f43c0cd323a5a6a99376ee59ff8\",\n width: 1024,\n height: 1024,\n gridSize: 6, // Higher density grid\n },\n // Wide format variations\n banner: {\n hash: \"d847ffd4269b22c54d6e85ad3c1892a298e961fb\",\n width: 1920,\n height: 480,\n gridSize: 8, // More horizontal cells for wide format\n shapesPerLayer: 40,\n },\n ultrawide: {\n hash: \"a3e126e537ed2cd11ddf3a96c37066e97c7afee6\",\n width: 3440,\n height: 1440,\n gridSize: 12, // Extra wide needs more cells\n shapesPerLayer: 60,\n },\n // Social media sizes\n \"instagram-square\": {\n hash: \"ff00ff00ff00ff00ff00ff00ff00ff00ff00ff0\",\n width: 1080,\n height: 1080,\n },\n \"instagram-story\": {\n hash: \"abc123def456abc123def456abc123def456abc1\",\n width: 1080,\n height: 1920,\n gridSize: 6,\n layers: 6,\n },\n \"twitter-header\": {\n hash: \"7777777777777777777777777777777777777777\",\n width: 1500,\n height: 500,\n gridSize: 8,\n shapesPerLayer: 35,\n },\n \"linkedin-banner\": {\n hash: \"bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb\",\n width: 1584,\n height: 396,\n gridSize: 8,\n shapesPerLayer: 35,\n },\n // Mobile sizes\n \"phone-wallpaper\": {\n hash: \"ffffffffffffffffffffffffffffffffaaaaaaaa\",\n width: 1170,\n height: 2532, // iPhone 13 Pro size\n gridSize: 5,\n layers: 6,\n },\n \"tablet-wallpaper\": {\n hash: \"123456789abcdef0123456789abcdef012345678\",\n width: 2048,\n height: 2732, // iPad Pro size\n gridSize: 7,\n layers: 6,\n },\n // Special configurations\n minimal: {\n hash: \"000000000000000000000000000000000fffffff\",\n width: 1024,\n height: 1024,\n layers: 3,\n baseOpacity: 0.8,\n shapesPerLayer: 15,\n },\n complex: {\n hash: \"deadbeefdeadbeefdeadbeefdeadbeefdeadbeef\",\n width: 2048,\n height: 2048,\n gridSize: 8,\n layers: 7,\n shapesPerLayer: 50,\n minShapeSize: 30,\n maxShapeSize: 250,\n },\n};\n\n// Basic configuration that applies to all shapes\nexport const defaultShapeConfig: ShapeConfig = {\n strokeStyle: \"#000000\",\n fillStyle: \"transparent\",\n lineWidth: 1,\n rotation: 0,\n iterations: 1,\n animate: false, // For future use\n};\n\n// Base configuration types that can be extended per shape\nexport const ShapeConfigTypes = {\n BASIC: \"basic\",\n DETAILED: \"detailed\",\n ANIMATED: \"animated\",\n};\n\n// Golden ratio and other important proportions\nexport const Proportions = {\n GOLDEN_RATIO: 1.618034,\n SQUARE_ROOT_2: Math.sqrt(2),\n SQUARE_ROOT_3: Math.sqrt(3),\n SQUARE_ROOT_5: Math.sqrt(5),\n PI: Math.PI,\n PHI: (1 + Math.sqrt(5)) / 2,\n};\n\n// Helper for creating common sacred geometry combinations\nexport const PatternPresets = {\n flowerOfLifeMandala: (size: number) => [\n // { type: \"flowerOfLife\", config: { size } },\n { type: \"merkaba\", config: { size: size * 0.8 } },\n { type: \"sriYantra\", config: { size: size * 0.5 } },\n ],\n\n platonicProgression: (size: number) => [\n { type: \"platonicSolid\", config: { size, type: \"tetrahedron\" } },\n { type: \"platonicSolid\", config: { size: size * 0.8, type: \"cube\" } },\n { type: \"platonicSolid\", config: { size: size * 0.6, type: \"octahedron\" } },\n ],\n\n cosmicTree: (size: number) => [\n // { type: \"treeOfLife\", config: { size } },\n { type: \"fibonacciSpiral\", config: { size: size * 0.9 } },\n { type: \"metatronsCube\", config: { size: size * 0.7 } },\n ],\n};\n","interface Point {\n x: number;\n y: number;\n}\n\ninterface ShapeConfig {\n rotation?: number;\n lineWidth: number;\n strokeStyle: string;\n fillStyle: string;\n}\n\ninterface AnimationConfig {\n enabled: boolean;\n duration: number;\n easing: string;\n type: string;\n}\n\nexport const degToRad = (degrees: number): number => (degrees * Math.PI) / 180;\n\nexport const applyTransforms = (\n ctx: CanvasRenderingContext2D,\n size: number,\n config: ShapeConfig,\n): void => {\n ctx.save();\n ctx.translate(0, 0);\n if (config.rotation) {\n ctx.rotate(degToRad(config.rotation));\n }\n ctx.lineWidth = config.lineWidth;\n ctx.strokeStyle = config.strokeStyle;\n ctx.fillStyle = config.fillStyle;\n};\n\nexport const restoreContext = (ctx: CanvasRenderingContext2D): void => {\n ctx.restore();\n};\n\n// Animation configuration stub for future use\nexport const createAnimationConfig = (type: string): AnimationConfig => ({\n enabled: false,\n duration: 1000,\n easing: \"linear\",\n type,\n // Add more animation-specific properties as needed\n});\n\nexport const createCirclePoints = (\n cx: number,\n cy: number,\n radius: number,\n segments: number,\n): Point[] => {\n const points: Point[] = [];\n for (let i = 0; i < segments; i++) {\n const angle = (i / segments) * Math.PI * 2;\n points.push({\n x: cx + Math.cos(angle) * radius,\n y: cy + Math.sin(angle) * radius,\n });\n }\n return points;\n};\n","import { createCirclePoints } from \"./utils\";\n\ntype DrawFunction = (ctx: CanvasRenderingContext2D, size: number) => void;\n\ninterface Point {\n x: number;\n y: number;\n}\n\nexport const drawFlowerOfLife: DrawFunction = (ctx, size) => {\n const radius = size / 6;\n const centers: Point[] = [\n { x: 0, y: 0 },\n { x: radius * Math.sqrt(3), y: 0 },\n { x: (radius * Math.sqrt(3)) / 2, y: 1.5 * radius },\n { x: (-radius * Math.sqrt(3)) / 2, y: 1.5 * radius },\n { x: -radius * Math.sqrt(3), y: 0 },\n { x: (-radius * Math.sqrt(3)) / 2, y: -1.5 * radius },\n { x: (radius * Math.sqrt(3)) / 2, y: -1.5 * radius },\n ];\n\n ctx.beginPath();\n centers.forEach((center) => {\n ctx.moveTo(center.x + radius, center.y);\n ctx.arc(center.x, center.y, radius, 0, Math.PI * 2);\n });\n};\n\nexport const drawTreeOfLife: DrawFunction = (ctx, size) => {\n const radius = size / 12;\n const spacing = radius * 2.5;\n\n // Sephirot positions (traditional layout)\n const positions: Point[] = [\n { x: 0, y: -spacing * 2 }, // Kether\n { x: -spacing, y: -spacing }, // Chokmah\n { x: spacing, y: -spacing }, // Binah\n { x: -spacing, y: 0 }, // Chesed\n { x: spacing, y: 0 }, // Geburah\n { x: 0, y: 0 }, // Tiphereth\n { x: -spacing, y: spacing }, // Netzach\n { x: spacing, y: spacing }, // Hod\n { x: 0, y: spacing * 2 }, // Yesod\n { x: 0, y: spacing * 3 }, // Malkuth\n ];\n\n // Draw circles\n ctx.beginPath();\n positions.forEach((pos) => {\n ctx.moveTo(pos.x + radius, pos.y);\n ctx.arc(pos.x, pos.y, radius, 0, Math.PI * 2);\n });\n\n // Draw connecting lines\n ctx.moveTo(positions[0].x, positions[0].y);\n positions.forEach((pos, i) => {\n if (i > 0) {\n positions.slice(i + 1).forEach((nextPos) => {\n ctx.moveTo(pos.x, pos.y);\n ctx.lineTo(nextPos.x, nextPos.y);\n });\n }\n });\n};\n\nexport const drawMetatronsCube: DrawFunction = (ctx, size) => {\n const radius = size / 3;\n\n // Create 13 points - one center and 12 vertices of an icosahedron\n\n // const phi = (1 + Math.sqrt(5)) / 2; // Golden ratio\n\n const vertices: Point[] = [\n { x: 0, y: 0 }, // Center point\n ...createCirclePoints(0, 0, radius, 6), // Inner hexagon\n ...createCirclePoints(0, 0, radius * 1.5, 6), // Outer hexagon\n ];\n\n ctx.beginPath();\n // Draw all connecting lines\n vertices.forEach((v1, i) => {\n vertices.slice(i + 1).forEach((v2) => {\n ctx.moveTo(v1.x, v1.y);\n ctx.lineTo(v2.x, v2.y);\n });\n });\n};\n\nexport const drawSriYantra: DrawFunction = (ctx, size) => {\n const radius = size / 2;\n ctx.beginPath();\n\n // Draw outer triangles\n for (let i = 0; i < 9; i++) {\n const angle = (i / 9) * Math.PI * 2;\n const x1 = Math.cos(angle) * radius;\n const y1 = Math.sin(angle) * radius;\n const x2 = Math.cos(angle + Math.PI / 9) * radius;\n const y2 = Math.sin(angle + Math.PI / 9) * radius;\n\n ctx.moveTo(0, 0);\n ctx.lineTo(x1, y1);\n ctx.lineTo(x2, y2);\n ctx.lineTo(0, 0);\n }\n\n // Draw inner triangles\n const innerRadius = radius * 0.6;\n for (let i = 0; i < 9; i++) {\n const angle = (i / 9) * Math.PI * 2 + Math.PI / 18;\n const x1 = Math.cos(angle) * innerRadius;\n const y1 = Math.sin(angle) * innerRadius;\n const x2 = Math.cos(angle + Math.PI / 9) * innerRadius;\n const y2 = Math.sin(angle + Math.PI / 9) * innerRadius;\n\n ctx.moveTo(0, 0);\n ctx.lineTo(x1, y1);\n ctx.lineTo(x2, y2);\n ctx.lineTo(0, 0);\n }\n};\n\nexport const drawSeedOfLife: DrawFunction = (ctx, size) => {\n const radius = size / 6;\n const centers: Point[] = [\n { x: 0, y: 0 },\n { x: radius * Math.sqrt(3), y: 0 },\n { x: (radius * Math.sqrt(3)) / 2, y: 1.5 * radius },\n { x: (-radius * Math.sqrt(3)) / 2, y: 1.5 * radius },\n { x: -radius * Math.sqrt(3), y: 0 },\n { x: (-radius * Math.sqrt(3)) / 2, y: -1.5 * radius },\n { x: (radius * Math.sqrt(3)) / 2, y: -1.5 * radius },\n ];\n\n ctx.beginPath();\n centers.forEach((center) => {\n ctx.moveTo(center.x + radius, center.y);\n ctx.arc(center.x, center.y, radius, 0, Math.PI * 2);\n });\n};\n\nexport const drawVesicaPiscis: DrawFunction = (ctx, size) => {\n const radius = size / 4;\n ctx.beginPath();\n ctx.arc(-radius / 2, 0, radius, 0, Math.PI * 2);\n ctx.arc(radius / 2, 0, radius, 0, Math.PI * 2);\n};\n\nexport const drawTorus: DrawFunction = (ctx, size) => {\n const outerRadius = size / 2;\n const innerRadius = size / 4;\n const steps = 36;\n\n ctx.beginPath();\n for (let i = 0; i < steps; i++) {\n const angle1 = (i / steps) * Math.PI * 2;\n // const angle2 = ((i + 1) / steps) * Math.PI * 2;\n\n for (let j = 0; j < steps; j++) {\n const phi1 = (j / steps) * Math.PI * 2;\n const phi2 = ((j + 1) / steps) * Math.PI * 2;\n\n const x1 =\n (outerRadius + innerRadius * Math.cos(phi1)) * Math.cos(angle1);\n const y1 =\n (outerRadius + innerRadius * Math.cos(phi1)) * Math.sin(angle1);\n const x2 =\n (outerRadius + innerRadius * Math.cos(phi2)) * Math.cos(angle1);\n const y2 =\n (outerRadius + innerRadius * Math.cos(phi2)) * Math.sin(angle1);\n\n ctx.moveTo(x1, y1);\n ctx.lineTo(x2, y2);\n }\n }\n};\n\nexport const drawEggOfLife: DrawFunction = (ctx, size) => {\n const radius = size / 8;\n const centers: Point[] = [\n { x: 0, y: 0 },\n { x: radius * 2, y: 0 },\n { x: radius, y: radius * Math.sqrt(3) },\n { x: -radius, y: radius * Math.sqrt(3) },\n { x: -radius * 2, y: 0 },\n { x: -radius, y: -radius * Math.sqrt(3) },\n { x: radius, y: -radius * Math.sqrt(3) },\n ];\n\n ctx.beginPath();\n centers.forEach((center) => {\n ctx.moveTo(center.x + radius, center.y);\n ctx.arc(center.x, center.y, radius, 0, Math.PI * 2);\n });\n};\n\nexport const sacredShapes: Record<string, DrawFunction> = {\n flowerOfLife: drawFlowerOfLife,\n treeOfLife: drawTreeOfLife,\n metatronsCube: drawMetatronsCube,\n sriYantra: drawSriYantra,\n seedOfLife: drawSeedOfLife,\n vesicaPiscis: drawVesicaPiscis,\n torus: drawTorus,\n eggOfLife: drawEggOfLife,\n};\n","/**\n * Configuration options for image generation.\n */\nexport interface GenerationConfig {\n /** Canvas width in pixels (default: 2048) */\n width: number;\n /** Canvas height in pixels (default: 2048) */\n height: number;\n /** Controls base shape count per layer — gridSize² × 1.5 (default: 5) */\n gridSize: number;\n /** Number of layers to generate (default: 4) */\n layers: number;\n /** Minimum shape size in pixels, scaled to canvas (default: 30) */\n minShapeSize: number;\n /** Maximum shape size in pixels, scaled to canvas (default: 400) */\n maxShapeSize: number;\n /** Starting opacity for the first layer (default: 0.7) */\n baseOpacity: number;\n /** Opacity reduction per layer (default: 0.12) */\n opacityReduction: number;\n /** Base shapes per layer — defaults to gridSize² × 1.5 when 0 */\n shapesPerLayer: number;\n}\n\nexport const DEFAULT_CONFIG: GenerationConfig = {\n width: 2048,\n height: 2048,\n gridSize: 5,\n layers: 4,\n minShapeSize: 30,\n maxShapeSize: 400,\n baseOpacity: 0.7,\n opacityReduction: 0.12,\n shapesPerLayer: 0,\n};\n"],"names":[],"version":3,"file":"browser.js.map"}