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https://rendermad.ai/assets/RenderStrategy-CVeQznhs.js

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1import{d as H,h as x,V as h,A as F,i as $,k as X}from"./feature-templates-BSHV-HiE.js";import"./vendor-lucide-Bc3ddNi8.js";import"./vendor-react-2ERg8RO7.js";import"./vendor-supabase-DIYF34q8.js";(function(){try{var o=typeof window<"u"?window:typeof global<"u"?global:typeof globalThis<"u"?globalThis:typeof self<"u"?self:{};o.SENTRY_RELEASE={id:"c0678a0915691bbe1700d7b7f4daeb2355974dbf"};var t=new o.Error().stack;t&&(o._sentryDebugIds=o._sentryDebugIds||{},o._sentryDebugIds[t]="2e114805-0a18-4d9d-8e37-fd3ef1e8228a",o._sentryDebugIdIdentifier="sentry-dbid-2e114805-0a18-4d9d-8e37-fd3ef1e8228a")}catch{}})();const B=(o,t,i,e,r,l,p,I,E,N,L,U,C=[],y,b,d)=>{var M;if(o==="Interior"){const c=H.find(n=>n.title==="Stylized"),T=c?c.styles.includes(t):!1,u=T?"":`
2            ** PHOTOREALISM REQUIREMENT **: The output MUST look like a REAL PHOTOGRAPH taken by a professional interior photographer - NOT a 3D render, NOT CGI.Authentic photographic quality is essential.`;let a=`
3        Act as a professional interior photographer.
4
5            INPUTS:
6        1. First Image: The ** Base Room / Space ** (Sketch or Photo).
7    ${r.length>0?`2-${1+r.length}. Additional views of the Base Space.`:""}
8    ${l.length>0?`${2+r.length}-${2+r.length+l.length-1}. Style References.`:""}
9
10        TASK:
11    Transform the Base Space into a high - end interior design visualization.
12            ${u}
13    
14    DESIGN STYLE: ${t}.
15    Detailed Style Definition: ${E}
16
17        INSTRUCTIONS:
18    ${T?`
19    1. **MEDIUM TRANSFORMATION (STYLIZED)**:
20       - TRANSFORM the entire image into the artistic medium defined by the style (e.g., Paper Model, Doodle, Illustration).
21       - **IGNORE** real-world materials. There is no wood, glass, or fabric here - only the medium of the style.
22       - **OVERRIDE** all colors and textures from the input. Use ONLY the palette defined in the Style Definition.
23       - **PERSPECTIVE LOCK**: You MUST maintain the EXACT perspective and composition of the input image.
24       - **GEOMETRY FIDELITY**: Keep the building form and recognizable objects identifiable, but FLATTEN the depth perception to match the art style (e.g. 2D flatness for Gazir Pot).
25       - **STYLE INTENSITY**: Apply the artistic medium AGGRESSIVELY. The output must look like a handmade artwork/illustration, not a 3D render with a filter.
26       - **COMPOSITION**: Keep the general composition and recognizable objects, but flatten or stylize them to fit the art style.
27    `:`
28    1. **PHOTOGRAPHY PERSONA (CRITICAL)**:
29       - **ACT AS A SET PHOTOGRAPHER**: Your job is to photograph the **EXACT PHYSICAL SET** provided in the input image.
30       - **DO NOT REDESIGN**: You are a photographer, NOT an interior designer. You cannot move walls, change furniture, or redesign the room. You can ONLY light and texture what is already there.
31       - **NOT A RENDER**: The output must look like a raw, unedited photograph of the physical set constructed from the input geometry.
32       - **IMPERFECTIONS**: Add realistic dust, lens flare, and surface imperfections. Avoid the "perfect CGI" look.
33
34    2. **SET DESIGN INTEGRITY (ABSOLUTE)**:
35       - **GEOMETRY LOCK**: The 3D geometry of the input image is the "Physical Set". It is immutable.
36       - **FURNITURE LOCK**: If the input has a sofa, you MUST render THAT sofa in THAT exact position. Do not replace it with a "better" sofa.
37       - **STRUCTURE LOCK**: Walls, windows, and ceiling heights must match the input millimeters-perfectly.
38       - **HALLUCINATION BAN**: Do not invent new rooms, new windows, or new furniture layouts. Work strictly within the bounds of the input image.
39       - **EXCEPTION**: If the 'USER MODIFICATIONS' section (below) explicitly requests adding specific elements (e.g., "add curtains", "add plants"), you MUST fulfill that specific request. Ensure added elements match the target style and lighting.
40    `}
41
42    ${T?`
43    2. **STYLE EXECUTION**:
44       - **NON-PHOTOREALISTIC**: The result must look like artwork, a model, or a sketch. NOT A PHOTO.
45       - Apply the specific artistic technique (e.g., "Ink contours", "Matte paper texture", "Flat color") to every object.
46       - If the style is 'Paper Model', everything must be white paper. If 'Doodle', everything is a sketch.
47    `:`
48    3. **STYLE APPLICATION**:
49       - Apply the "${t}" style to the EXISTING surfaces and objects.
50       - Replace the MATERIALS (fabric, wood, metal, glass) to match the style.
51       - Update the lighting and atmosphere to match the reference/style.
52       - Small decor items (vases, books, pillows) can be upgraded to match the style, but the main furniture forms must remain consistent.
53       
54    4. **REALISM**:
55       - **CAMERA SETTINGS**: Shot on 35mm lens, f/8 aperture.
56       - **TEXTURE**: High-fidelity fabrics, wood grains, authentic reflections.
57    `}
58    
59    USER NOTES: ${e}
60        `;l.length>0&&(t==="Similar to Style Reference"?a+=`
61
62STYLE TRANSFER — STEP-BY-STEP TASK:
63Step 1: LOCK the geometry. Trace the room layout, wall positions, ceiling height, window locations, and camera angle from Image 1. These are immutable constraints for the output.
64Step 2: EXTRACT style. From the Style Reference image, identify material textures, color palette, lighting mood, furniture style, and decorative language.
65Step 3: COMBINE. Render Image 1's exact room layout and spatial structure with Step 2's design style applied as interior decoration.
66SELF-CHECK: The output room must have the same number of walls, same ceiling height, same window positions, and same camera angle as Image 1. If not, regenerate.`:a+=`
67REFERENCE IMAGE INSTRUCTION: Extract the color palette, furniture style, lighting, and material choices from the Reference Images.
68            CRITICAL: Do NOT let the Reference Image's geometry or camera angle influence the output. Apply the Reference's STYLE to the Input's GEOMETRY.`),a+=`
69
70**COLOR PALETTE GUIDANCE**:
71If one of the reference images appears to be a COLOR PALETTE or MATERIAL SWATCH (abstract colors/textures, not a full room photo):
72- **PRIMARY DIRECTIVE**: Use this image EXCLUSIVELY for color and material extraction
73- **COLOR MATCHING**: Extract the dominant colors (2-5 colors) and apply them to:
74  * Wall finishes and paint colors
75  * Furniture upholstery and accent pieces  
76  * Flooring materials and tones
77  * Decorative elements and accessories
78- **MOOD ALIGNMENT**: Match the WARMTH/COOLNESS and SATURATION levels of the palette
79- **DO NOT**: Extract composition, layout, or spatial information from the palette image - it is ONLY for color/material guidance`;const g=(d==null?void 0:d.filter(n=>n.image))||[];return g.length>0&&(a+=`
80
81**ZONE-SPECIFIC MATERIAL REFERENCES** (GEOMETRY PRESERVED):
82The following material reference images specify textures/colors for specific room zones.
83**CRITICAL**: Apply these materials as SURFACE TREATMENTS ONLY. Do NOT reshape the room, change furniture positions, move walls, or alter the spatial layout. The user's input geometry is SACROSANCT.
84**PRIORITY**: These material assignments take ABSOLUTE PRIORITY over any style reference. If a style reference suggests different materials for the same zone, IGNORE the style reference and use THESE materials.
85
86`,g.forEach((n,f)=>{a+=`- **${n.zone.toUpperCase()}**: Use Material Reference ${f+1} for the ${n.zone} surfaces. Extract the color, texture, and finish. Apply it ONLY to the ${n.zone} area while maintaining exact geometry.
87`}),a+=`
88**MATERIAL APPLICATION RULE**: The materials are FINISH/TEXTURE layers applied to the existing room. Never change the underlying 3D form.`),a}else{let c=$[i];const T=((M=x.find(s=>s.styles.includes(t)))==null?void 0:M.title)||"Realism Spectrum";let u="",a="";T==="Architectural Model Photography"?(u=`
89    CRITICAL GLOBAL INSTRUCTION:
90    1. **PHYSICAL SCALE MODEL**: The output MUST look like a miniature PHYSICAL ARCHITECTURAL MODEL (made of wood, concrete, plastic, etc.) sitting on a table or in a studio.
91    2. **GEOMETRY LOCK**: The physical form of the model is immutable. You are photographing an EXISTING object. Do not add or remove parts.
92    3. **NOT A REAL BUILDING**: Do NOT render a life-size building. Do NOT add life-size people, real trees, or real sky.
93    4. **STUDIO MOCKUP**: The context should be a clean studio background or a model base.
94    4. **MACRO PHOTOGRAPHY**: Use macro lens aesthetics - shallow depth of field, tilt-shift focus, miniature effect.
95    5. **SCALE FIGURES**: If people are present, they must look like tiny plastic scale model figures (1:100 scale), not real humans.
96    6. **MATERIALS**: Materials must look like model-making materials (balsa wood, cardboard, acrylic, cast plaster) - NOT real construction materials.
97    
98    STYLE DEFINITION: ${E}
99             `,a=`
100    CRITICAL MODEL PHOTOGRAPHY REQUIREMENTS:
101    1. **CAMERA & LENS**:
102       - Macro Photography Style (50mm-85mm macro lens)
103       - Shallow Depth of Field (Bokeh background)
104       - Tilt-shift effect for miniature look
105       - High angle or isometric view preferred for models
106    
107    2. **LIGHTING**:
108       - **STUDIO LIGHTING**: Soft, diffused softbox lighting.
109       - Clear, distinct shadows indicating a controlled light source.
110       - No "Sun" unless simulates a heliodon study.
111    
112    3. **MATERIALITY**:
113       - Wood: Balsa/Basswood texture, laser-cut edges.
114       - Concrete: Cast plaster or cement texture.
115       - Glass: Acrylic or Plexiglass sheets.
116       - Vegetation: "Dried moss" or "Wire trees" look - NOT real leaves.
117    
118    4. **COMPOSITION**:
119       - The model should feel clearly placed on a surface (table/plinth).
120       - Clean, neutral background (grey/white/black studio backdrop).
121             `):T==="Artistic"?(u=`
122    CRITICAL GLOBAL INSTRUCTION:
123    1. **ARTISTIC INTERPRETATION**: The output MUST be a stylized or artistic representation, NOT a standard realistic photograph.
124    2. **FOLLOW STYLE DEFINITION**: Strictly adhere to the specific "Visual Style" description provided below. Each style (e.g., "Low Poly", "Watercolor", "Gazir Pot") has unique rules for medium, texture, and perspective.
125    3. **PRESERVE GEOMETRY**: Keep the building form identifiable, but interpret it through the lens of the chosen art style.
126    
127    STYLE DEFINITION: ${E}
128             `,a=`
129    CRITICAL ARTISTIC REQUIREMENTS:
130    1. **TECHNIQUE & MEDIUM**:
131       - Apply the specific medium (Ink, Paint, Digital, Low Poly, etc.) defined in the Style Description.
132       - Do NOT default to a generic "sketch" if the style requires something else (like "Flat Art" or "3D Facets").
133    
134    2. **COLOR & TEXTURE**:
135       - Use the color palette and texture properties described 
135in the Style Description.
136
137    3. **ENVIRONMENT STYLIZATION**:
138       - The Sky and Landscape MUST also be transformed into the art style. Do not leave them realistic.
139       - Treat the entire image as a canvas/painting.
140       - For "Flat" styles (like Rickshaw Paint), FLATTEN the depth. Remove atmospheric perspective and 3D shading.
141             `):T==="3D Model-Based"?(u=`
142    CRITICAL GLOBAL INSTRUCTION:
143    1. **DIGITAL 3D RENDER**: The output should look like a clean, raw 3D software render (V-Ray, Corona, Blender).
144    2. **ABSTRACT / CLAY**: Focus on form, massing, and light. Materials should be abstract (Clay, White, Wireframe) as per style.
145    3. **NO DISTRACTIONS**: No realistic environment or entourage unless specified. Clean studio look.
146    
147    STYLE DEFINITION: ${E}
148            `,a=`
149    CRITICAL RENDER REQUIREMENTS:
150    1. **LIGHTING**: Ambient Occlusion (AO) heavy. Soft global illumination.
151    2. **MATERIAL**: Pure, uniform materials (Clay, White Paint, Grid).
152    3. **GEOMETRY**: Sharp, mathematically perfect edges.
153            `):(u=`
154    1. **PHOTOGRAPHY PERSONA (CRITICAL)**:
155       - **ACT AS A SET PHOTOGRAPHER**: Your job is to photograph the **EXACT PHYSICAL SET** provided in the input image.
156       - **NOT A RENDER**: The output must look like a raw, unedited photograph of the physical set constructed from the input geometry.
157       - **IMPERFECTIONS**: Add realistic weather effects, dirt, patina, and lens imperfections. Avoid the "perfect CGI" look.
158       - **LIGHTING**: Use natural, dynamic lighting with real falloff. Match the site's real-world lighting conditions.
159       
160       3. **STYLE DEFINITION**:
161       - **Selected Style**: ${t}
162       - **Visual Rules**: ${E}
163       - apply these visual rules STRICTLY to the lighting, atmosphere, and materials.
164
165    2. **SET DESIGN INTEGRITY (ABSOLUTE)**:
166       - **GEOMETRY LOCK**: The 3D geometry of the input building is the "Physical Set". It is immutable.
167       - **STRUCTURE LOCK**: Do not move walls, change window placements, or alter the building massing.
168       - **HALLUCINATION BAN**: Do not invent new wings, floors, or architectural features not present in the input.
169       - **EXCEPTION**: If the 'USER MODIFICATIONS' section (below) explicitly requests adding specific elements (e.g., "add trees", "change cladding"), you MUST fulfill that specific request. Ensure added elements match the target style and lighting.
170
171    3. **MATERIAL & ATMOSPHERE**:
172       - **REALISM**: Materials must look physically correct (e.g., concrete has pores, glass has reflections).
173       - **CONTEXT**: Integrate the building into the realistic environment shown in the input (or a matching realistic environment).
174       - **SCALE**: Maintain correct human scale and proportion.
175       - **GEOMETRY FIDELITY (CRITICAL)**: Use the input image as a strict underlay. Do NOT reshape the building. Do NOT add new floors or change the roofline. You are applying materials to an EXISTING structure.
176
177    4. **GROUND MATERIAL INTERPRETATION (CRITICAL FOR 3D MODEL INPUTS)**:
178       - The input image is from 3D software (SketchUp/Rhino/Revit/ArchiCAD) where flat colors represent intended materials.
179       - **FLAT GREEN on ground plane** → Interpret as REAL GRASS (manicured lawn with individual blades, natural color variation, and realistic lighting). Do NOT leave as flat green color.
180       - **FLAT GREY/DARK GREY on ground plane** → Interpret as REAL PAVEMENT, CONCRETE, or ASPHALT with realistic texture.
181       - **FLAT BROWN on ground plane** → Interpret as REAL EARTH, DIRT PATH, or WOODEN DECK depending on context.
182       - **FLAT BLUE on ground plane** → Interpret as REAL WATER (pool, pond, or water feature) with reflections and transparency.
183       - This rule applies ONLY to horizontal ground-plane surfaces. Do NOT change wall, roof, or facade materials unless the style explicitly instructs it.
184       - **EXCEPTION**: If the user has uploaded specific MATERIAL REFERENCES for the ground zone, use those instead of auto-interpreting.
185            `,a=`
186    CRITICAL PHOTOGRAPHY REQUIREMENTS:
187    1. **CAMERA & LENS**:
188       - Professional Architectural Lens (24mm or 35mm)
189       - Tilt-shift effect: Keep vertical lines parallel
190
191
192    2. **LIGHTING & ATMOSPHERE**:
193       - Natural Daylight or specified mood
194       - Match site photo color temperature exactly.
195       - Realistic atmospheric depth.
196
197    3. **MATERIAL REALISM**:
198       - Board-formed concrete: Show wood grain imprint, patina.
199       - Glass: Realistic reflections of environment.
200       - Vegetation: Individual leaf detail, natural growth, biological realism (brown leaves, organic variance).
201       - Water: Realistic wetness and caustics.
202
203    4. **COMPOSITION & SCALE**:
204       - **HUMAN SCALE**: Add human figures (motion blur acceptable) to establish scale.
205       - **CONTEXT**: Ground-level landscaping, street furniture, neighboring context.
206       - **POST-PROCESSING**: High-end editorial aesthetic.
207            `,U?a+=`
208    5. **SITE OBSTRUCTION REMOVAL (CRITICAL)**:
209       - The provided Site Context image contains existing walls, fences, or buildings in the foreground.
210       - YOU MUST REMOVE THEM.
211       - The new design MUST be fully visible from the ground up.
212       - INPAINT OUT any existing structures blocking the view.
213       - Place the new building on a CLEAR, OPEN lot.
214    `:a+=`
215    5. **SITE CONTEXT INTEGRATION**:
216       - Integrate the new design behind existing walls if they are in the foreground, unless they block the view.
217       - **CAMERA ANGLE PRIORITY**: The base geometry's camera angle takes ABSOLUTE precedence.
218         If the site photo's perspective differs, re-project and adapt the site background to match the building's camera angle and vanishing points.
219         NEVER distort or re-angle the building geometry to fit the site photo.
220    `);const g=T==="Artistic";i===h.ELEVATION&&N?c=`CRITICAL: Generate a 2D Orthographic Elevation, strictly from the ${N} side.Flat projection, NO perspective.`:i===h.SIMILAR_TO_INPUT?g?c="ARTISTIC INTERPRETATION: Keep the same general composition, but FULLY EXPRESS the artistic style.NO PHOTOREALISM.The output must look like the intended art medium(sketch, watercolor, low poly, etc.), NOT a photo.":c=`CRITICAL - FRAME - TO - FRAME GEOMETRY LOCK:
221            - The output image must be a PERFECT OVERLAY of the Base Geometry.
222            - DO NOT CHANGE camera angle, perspective, or zoom.
223            - Align structural lines perfectly.
224            - Treat input as a rigid control net.`:i===h.PLAN?c="CRITICAL: Generate a STRICTLY 2D Floor Plan.Top - down view.Flat projection.NO perspective.":i===h.SECTION&&(c="CRITICAL: Generate a STRICTLY 2D Section Cut.Vertical cut.Flat projection.NO perspective.");let n="";L==="parallel"?n="** PROJECTION: PARALLEL / ORTHOGRAPHIC ** - No perspective convergence.Parallel lines remains parallel.":L==="perspective"&&i===h.SIMILAR_TO_INPUT&&(n="** PROJECTION: MATCH INPUT ** - STRICTLY match input camera projection.");let f="";C.length>0&&(f=`
225ATMOSPHERE & MOOD: ${C.map(s=>`${s} (${F[s]})`).join(" + ")}. Combine these atmospheric effects to create the final mood.`);let R="";(i===h.AXONOMETRIC||i===h.ISOMETRIC)&&(R="CRITICAL: The output MUST be a 3D AXONOMETRIC/ISOMETRIC projection. Camera angle is elevated (approx 45 degrees). We must see the height of vertical surfaces (walls).",p||e&&(e.toLowerCase().includes("landscape")||e.toLowerCase().includes("site"))?R+=`
226CRITICAL PROJECTION MERGE: The axonometric view must NOT be floating. It must be firmly planted on the ground plane. EXTEND the pavement/landscape to the edges of the frame. SITE STITCHING: Seamlessly blend the bottom edge of the building with the surrounding site. NO WHITE VOID.`:R+=`
227Ground the building on a surface/shadow. Do not leave it floating in white void unless requested.`);const O=1+r.length,A=p?O+1:null,Y=A?A+I.length:O+I.length,S=(A?Y:O)+1,D=S+l.length-1,P=t==="Similar to Style Reference",G=l.length>0?`${S}${l.length>1?`-${D}`:""}. Style Reference Image${l.length>1?"s":""} (STYLE SOURCE ONLY - extract visual style, NOT geometry).`:"",v=P&&l.length>0?`
228    STYLE TRANSFER — STEP-BY-STEP TASK:
229    Step 1: LOCK the geometry AND camera. Trace the building silhouette, roofline, floor count, 
230      window positions, camera angle, and perspective from Image 1. These are ALL IMMUTABLE constraints.
231    Step 2: EXTRACT style ONLY. From the Style Reference image(s) (Image ${S}${l.length>1?`-${D}`:""}), 
232      identify ONLY: material textures, surface finishes, color palette, and facade detailing patterns.
233      DO NOT extract or be influenced by: camera angle, perspective, building shape, massing, 
234      floor count, window placement, or ANY compositional/structural elements from the reference.
235    Step 3: COMBINE. Render Image 1's exact building form AND camera angle with Step 2's materials 
236      applied as surface cladding. The output silhouette AND perspective must EXACTLY match Image 1.
237    SELF-CHECK: If the output has a different floor count, height, shape, camera angle, OR perspective 
238      than Image 1, the generation has failed — retry.
239    `:"";let m=`
240        Act as a professional architectural photographer.
241            INPUTS: 1. Base Geometry(Sketch / Model).
242                ${r.length>0?`2-${1+r.length}. Additional views of the Base Geometry.`:""}
243    ${p?`${2+r.length}. Main Site Context (Place the building here).`:""}
244    ${I.length>0?`${(p?3:2)+r.length}-${(p?3:2)+r.length+I.length-1}. Additional Site Context (Surroundings/Environment).`:""}
245    ${G}
246
247    ${v}
248
249    ${u}
250
251    ${a}
252
253        TASK: Generate a ${i}.
254        View: ${c}.
255    ${n}
256    ${f}
257    ${R}
258
259        Context: ${e}.
260    
261    ${i===h.AXONOMETRIC||i===h.ISOMETRIC?"CRITICAL: The output MUST be a 3D AXONOMETRIC/ISOMETRIC projection. Camera angle is elevated (approx 45 degrees). We must see the height of vertical surfaces (walls). Do NOT output a flat top-down 2D plan.":""}
262    ${b==="Similar to Input"?"ASPECT RATIO: Strictly maintain the aspect ratio of the Input Image.":""}
263    ${b==="Similar to Reference"?"ASPECT RATIO: Strictly maintain the aspect ratio of the Reference Image.":""}
264    ${y!==void 0?`LIGHTING DIRECTION: The light should come from ${y} degrees (0=North/Front, 90=East/Right, 180=South/Back, 270=West/Left). Ensure shadows fall accordingly.`:""}
265
266    ** COLOR PALETTE GUIDANCE **:
267    If one of the reference images appears to be a COLOR PALETTE or MATERIAL SWATCH(abstract colors / textures, not a full building photo):
268    - ** PRIMARY DIRECTIVE **: Use this image EXCLUSIVELY for color and material extraction
269            - ** COLOR MATCHING **: Extract the dominant colors(2 - 5 colors) and apply them to:
270      * Building facade materials(brick, concrete, metal, glass tints)
271            * Accent colors for architectural details
272                * Landscape elements(paving, planters)
273            * Overall color scheme and material palette
274                - ** MOOD ALIGNMENT **: Match the WARMTH / COOLNESS and tone of the palette precisely
275                    - ** DO NOT **: Extract composition, building shape, or architectural form from the palette image - it is ONLY for color / material guidance
276
277    ${e&&e.includes("generate a pure architectural")?`
278    === ARCHITECTURAL DRAWING TRANSFORMATION (CRITICAL) ===
279    You are instructed to transform the 3D perspective geometry into a 2D Orthogra
279phic architectural drawing.
280    You MUST IGNORE the original camera angle, perspective, and depth of the input image.
281    You MUST flatten the geometry into a pure 2D projection (Elevation, Section, or Plan as requested).
282    The input image is NOT a strict control net — it serves ONLY to provide the architectural design DNA. You must deduce its 3D form and project it correctly into the requested 2D technical drawing.
283    NO REALISM. NO PHOTOGRAPHY. Just clean architectural lines and flat surfaces.
284    `:e&&e.includes("change the camera angle")?`
285    === CAMERA REANGLE TRANSFORMATION ===
286    You are instructed to change the camera viewpoint and orbit around the building.
287    You MUST IGNORE the original camera angle of the input image.
288    The input image is NOT a rigid overlay. You must intelligently deduce the building's 3D massing and re-generate it entirely from the new requested camera perspective, while keeping the materials and architectural style consistent.
289    `:e&&(e.includes("generate a close up detail shot")||e.includes("generate an interior close up"))?`
290    === MICRO-SCALE CAMERA ZOOM (CLOSE-UP TRANSFORMATION) ===
291    You are instructed to generate an EXTREME CLOSE-UP or interior shot of the existing building.
292    You MUST IGNORE the global zoomed-out camera perspective of the input image.
293    Analyze the input image to identify its exact architectural style, exterior environment, and primary cladding materials.
294    Then, hallucinate a hyper-detailed, physically plausible close-up (macro shot) of those specific materials or interior spaces.
295    CRITICAL: The close-up MUST look like it physically belongs to the exact building and environment shown in the input image. You MUST retain the original building's architectural DNA.
296    If the active Style demands specific weather or environment (like Snow or Pine Trees), apply them ONLY as reflections in the glass or soft background context. DO NOT replace the building's concrete/glass architecture with a cabin or forest just because of the style. The building is the subject.
297    `:e&&(e.startsWith("generate a ")||e.startsWith("generate an "))&&!e.includes("experiential storyboard")&&!e.includes("interior close up")?`
298    === ARTISTIC REPRESENTATION TRANSFORMATION (CRITICAL) ===
299    You are instructed to COMPLETELY TRANSFORM the visual medium and representation style of this building.
300    The input image provides the building's ARCHITECTURAL DNA ONLY — its form, massing, proportions, structural system, and facade logic.
301    You MUST extract this DNA and then RE-RENDER the building in the entirely new artistic medium described in the prompt.
302    The output MUST NOT look like the input photograph. It must look like a completely different type of image (collage, watercolor, sketch, diagram, axonometric, etc.) as specified.
303    DO NOT preserve the photographic quality, camera angle rigidity, or pixel-level fidelity of the input.
304    Instead, INTERPRET the building's 3D form through the lens of the requested artistic/diagrammatic/technical medium.
305    The building's IDENTITY (shape, proportions, key features) must be recognizable, but the VISUAL LANGUAGE must be radically different.
306    `:`
307    === SACRED GEOMETRY PROTOCOL (ALL TIERS: Test, Standard, Ultra Pro) ===
308
309    🔒 BUILDING LOCK (ABSOLUTE — NO EXCEPTIONS):
310    The input image's BUILDING is SACRED and IMMUTABLE.
311    ABSOLUTE ZERO modification to: building shape, form, silhouette, floor count, roofline, window positions, door positions, balcony positions, corners, edges, architectural elements, or camera angle.
312    The building geometry from the input image is the ONLY TRUTH — it cannot be altered by any style, reference, or instruction.
313
314    🌿 CONTEXT PERMISSION (STYLE-CONTROLLED):
315    Everything OUTSIDE the building IS permitted to be modified by the selected style:
316    - SKY: The style may change the sky (blue, overcast, twilight, night, stormy, etc.)
317    - GROUND: The style may add/change ground materials (grass, snow, pavement, water)
318    - VEGETATION: The style may add trees, plants, gardens around the building
319    - ATMOSPHERE: The style may add fog, rain, snow, mist, haze, lighting effects
320    - SURROUNDINGS: The style may generate or modify the environment (urban context, nature, landscape)
321    - LIGHTING: The style controls the time of day, light direction, and color temperature
322    The SELECTED STYLE DEFINITION governs what context changes are applied. Follow it precisely.
323    `}
324
325    🎯 TIER 2 — USER'S DESCRIPTION + SELECTED STYLE (HIGH PRIORITY):
326    The user's text and selected style guide the look. User text overrides style on conflict.
327
328    🌍 TIER 3 — SITE IMAGE + GOOGLE EARTH (CONTEXT):
329    Site photos provide surroundings. You MAY hallucinate and extend context freely.
330
331    🖼️ TIER 4 — STYLE REFERENCE + COLOR PALETTE + MOOD BOARD (AESTHETIC):
332    Extract ONLY: materials, textures, colors, lighting, mood. NEVER extract building shape.
333
334    🧱 TIER 5 — MATERIALS FOR SPECIFIC PARTS (SURFACE):
335    Zone-specific materials are surface treatments. They do NOT reshape the building.
336
337    ALL TIERS 2-5 ARE SECONDARY — they build up the final look WITHOUT altering the building geometry (unless a drawing/reangle transformation is active).
338
339    ${`
340    === ACTIVE STYLE: ${t} (FOLLOW THIS — LAST WORD) ===
341    ${X[t]||`${t}. ${E}`}
342    ^^^ THIS IS THE SELECTED STYLE. Apply its visual rules, atmospheric effects, environmental context, and lighting EXACTLY as described above. The building geometry remains locked (unless a drawing/reangle transformation is active), but everything the style specifies for sky, ground, vegetation, atmosphere, and surroundings MUST be applied.
343
344    ${g?"5. ** ARTISTIC MEDIUM **: The output MUST look like the art medium specified in the style definition above (e.g., watercolor painting, ink sketch, oil painting, folk art, etc.). It must NOT look like a photograph or photorealistic 3D render. The ENTIRE image — building, sky, ground, vegetation — must be rendered in the chosen artistic style.":"5. ** PHOTOREALISM **: The output MUST look like a REAL PHOTOGRAPH — NOT a 3D render, NOT CGI."}
345    `}
346
347            IMPORTANT: The input image may have been padded with white bars.
348    1. Keep the central image EXACTLY as is.
349    2. FILL the white areas by extending the scene naturally(outpainting).
350    3. The final output must be a seamless image.
351    `;const w=(d==null?void 0:d.filter(s=>s.image))||[];return w.length>0&&(m+=`
352
353 ** ZONE - SPECIFIC MATERIAL REFERENCES ** (GEOMETRY PRESERVED):
354The following material reference images specify textures / colors for specific building zones.
355** CRITICAL **: Apply these materials as SURFACE TREATMENTS ONLY.Do NOT reshape the building, add floors, change the roofline, or alter the architectural form.The user's input geometry is SACROSA
355NCT.
356** PRIORITY **: These material assignments take ABSOLUTE PRIORITY over any style reference. If a style reference suggests different materials for the same zone, IGNORE the style reference and use THESE materials.
357
358            `,w.forEach((s,k)=>{m+=`- ** ${s.zone.toUpperCase()}**: Use Material Reference ${k+1} for the ${s.zone} surfaces.Extract the color, texture, and finish.Apply it ONLY to the ${s.zone} area while maintaining exact geometry.
359`}),m+=`
360 ** MATERIAL APPLICATION RULE **: The materials are CLADDING / TEXTURE layers applied to the existing structure.Never change the underlying 3D form.`),m}},_=(o,t,i,e)=>{},q=(o,t,i,e)=>{const r=e&&(e.includes("generate a pure architectural")||e.includes("change the camera angle")||e.includes("generate a close up detail shot")||e.includes("generate an interior close up")||(e.startsWith("generate a ")||e.startsWith("generate an "))&&!e.includes("experiential storyboard")&&!e.includes("interior close up"));return o==="render"?e&&e.includes("DOLLHOUSE SECTION")?.7:r?.55:i?.95:t==="Interior"?.9:.85:.75};export{B as constructRenderPrompt,_ as getRenderModelOverride,q as getRenderStrength};

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