code wiki / _hdl_build / nx_raster3d_gouraud.nx
nx_raster3d_gouraud.nx
buildroot/runtime/_hdl_build/nx_raster3d_gouraud.nx
about
nx_raster3d_gouraud.nx -- GOURAUD (SMOOTH) SHADING, the third renderer pillar (geometry=perspective-correct,
texture=bilinear, lighting=Gouraud). Interpolates per-VERTEX colors/intensities across the triangle (barycentric,
screen-affine -- the correct Gouraud model), per channel, integer/fixed-point => BIT-EXACT, no GPU. Flat shading
bands per face; Gouraud is smooth. KAT distinguishes them: an R/G/B triangle's centroid is the smooth blend
(~85,85,85), NOT a flat vertex color.
T1 Gouraud KAT: centroid of a red/green/blue triangle = the exact barycentric blend (86,86,82), not flat.
T2 smooth: the shaded triangle emits MANY distinct colors (a gradient), which flat per-face shading never would.
T3 Gouraud LIGHTING: a surface lit at the vertices (intensities 255/128/40) shades as a smooth ramp, not 3 bands.
T4 (EXCEED) determinism -- bit-identical across runs.
expect_exit: 0 Sovereign: nx_syscalls. NEVER-BRICK: software render, writes 0 GPU firmware.
dependencies 1 imports · 0 importers
imports: nx_syscalls.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
| 12 | const K_MAGIC_5381: i64 = 5381 |
| 13 | const K_MAGIC_4096: i64 = 4096 |
| 19 | const W: i64 = 64 |
| 20 | const H: i64 = 64 |
| 21 | const ZINF: i64 = 1000000000 |
functions
| 15 | func g_puts(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 16 | func g_pn(v: i64) -> i64 { let b: *u8=sys_mmap(28); var x: i64=v; if x<0{b[0]=45;sys_write(1,b,1);x=0-x} if x==0{b[0]=48;sys_write(1,b,1);return 0} var d: i64=0; var y: i64=x; while y>0{d=d+1;y=y/10} var i: i64=d-1; y=x; while i>=0{b[i]=(48+(y%10)) as u8;y=y/10;i=i-1} sys_write(1,b,d); return 0 } |
| 17 | func ck(name: *u8, c: i64) -> i64 { if c==1 { g_puts(" PASS " as *u8) } else { g_puts(" FAIL " as *u8) } g_puts(name); g_puts("\n" as *u8); return c } |
| 23 | func fb_clear(fb: *i64, zb: *i64) -> i64 { var i: i64=0; while i<W*H { fb[i]=0; zb[i]=ZINF; i=i+1 } return 0 } called by 1: main |
| 24 | func cksum(fb: *i64) -> i64 { var h: i64=K_MAGIC_5381; var i: i64=0; while i<W*H { h=((h<<5)+h)+fb[i]; i=i+1 } return h } called by 1: main |
| 25 | func edge(ax: i64, ay: i64, bx: i64, by: i64, px: i64, py: i64) -> i64 { return (bx-ax)*(py-ay) - (by-ay)*(px-ax) } called by 1: draw_tri_gouraud |
| 28 | func draw_tri_gouraud(fb: *i64, zb: *i64, x0: i64, y0: i64, z0: i64, c0: i64, x1: i64, y1: i64, z1: i64, c1: i64, x2: i64, y2: i64, z2: i64, c2: i64) -> i64 |
| 61 | func lit(base: i64, inten: i64) -> i64 { let r: i64=((base>>16)&255)*inten/255; let g: i64=((base>>8)&255)*inten/255; let b: i64=(base&255)*inten/255; return (r<<16)|(g<<8)|b } called by 1: main |
| 63 | func main() -> i64 |