code wiki / _hdl_build / nx_cornell_dyn_gate.nx
nx_cornell_dyn_gate.nx
buildroot/runtime/_hdl_build/nx_cornell_dyn_gate.nx
about
nx_cornell_dyn_gate.nx -- ★R3 DYNAMIC GI (the Lumen direction, taken the fusion way): the radiosity REACTS to scene
changes. Form factors are CACHED (the Surface-Cache move); a moved LIGHT invalidates only its own pairs (~20x less
work, integer-EXACTLY equal to a from-scratch rebuild -- a proof only a bit-exact stack can make); moved GEOMETRY
recomputes occlusion and the SHADOW RELOCATES. All effects measured on patch radiosities, evidence rendered.
T1 light moves -> bleeding shifts (incremental). T2 incremental == full rebuild EXACTLY. T3 block moves -> shadow
relocates. T4 evidence (baseline | light moved | block moved). license_tier: ORIGINAL expect_exit: 0
dependencies 4 imports · 0 importers
imports: nx_syscalls.nxnx_png.nxnx_trimesh.nxnx_cornell.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| 16 | const BG: i64 = 10 + 10*256 + 14*65536 |
| 17 | const W: i64 = 360 |
| 18 | const H: i64 = 380 |
functions
| 12 | func hw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 13 | func pn(v: i64) -> i64 { let b: *u8=sys_mmap(32) as *u8; var x: i64=v; var ng: i64=0; if x<0{ng=1;x=0-x} var i: i64=31; if x==0{b[i]=48 as u8;i=i-1} while x>0{b[i]=(48+x%10) as u8;x=x/10;i=i-1} if ng==1{b[i]=45 as u8;i=i-1} sys_write(1,(b as i64+i+1) as *u8,31-i); return 0 } |
| 14 | func clearfb(fb: *i64, n: i64, c: i64) -> i64 { var i: i64=0; while i<n { fb[i]=c; i=i+1 } return 0 } |
| 20 | func col_rg(i: i64) -> i64 |
| 27 | func floor_near(x: i64, z: i64) -> i64 |
| 42 | func lum(i: i64) -> i64 { let b3: *i64 = sys_mmap(24) as *i64; cor_b(i, b3); return (b3[0]+b3[1]+b3[2])/3 } |
| 43 | func rendpanel(gal: *i64, GW: i64, slot: i64) -> i64 |
| 56 | func main() -> i64 |