nx_ttf_sdf.nx
buildroot/runtime/nx_ttf_sdf.nx
about
nx_ttf_sdf.nx -- L2 rung: SIGNED DISTANCE FIELD generator (resolution-independent glyph rendering, the non-neural
"beats a bitmap when scaling" technique). Parses our .ttf, decodes a glyph outline, computes a TINY signed
distance field (16x16 = 256 texels: each stores signed distance to nearest outline edge, - inside / + outside),
then RECONSTRUCTS the glyph CRISP at much larger output by bilinear-sampling that tiny field + soft threshold.
The point: 256 bytes -> a sharp glyph at ANY scale (a 16x16 BITMAP would be blocky; the SDF stays crisp). This
is what a GPU shader does with one small texture. Renders 'S'. 100% sovereign. expect_exit: 0 license_tier: ORIGINAL
dependencies 1 imports · 0 importers
imports: nx_syscalls_x86_64.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
| 8 | const K_MAGIC_32768: i64 = 32768 |
| 9 | const K_MAGIC_65536: i64 = 65536 |
| 10 | const K_MAGIC_16777216: i64 = 16777216 |
| 11 | const K_MAGIC_2048: i64 = 2048 |
| 12 | const K_MAGIC_1000000000: i64 = 1000000000 |
| 13 | const K_MAGIC_8192: i64 = 8192 |
functions
| 15 | func sw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } called by 1: main |
| 16 | func sn(v: i64) -> i64 { let bb: *u8=sys_mmap(28); var m: i64=v; if m<0{m=0-m;sys_write(1,"-" as *u8,1)} let t: *u8=sys_mmap(28); var k: i64=0; if m==0{t[0]=48 as u8;k=1} while m>0{t[k]=(48+(m%10)) as u8;m=m/10;k=k+1} var i: i64=0; while i<k{bb[i]=t[k-1-i];i=i+1} sys_write(1,bb,k); return 0 } called by 1: main |
| 17 | func rd16(b: *u8, o: i64) -> i64 { return (b[o] as i64)*256 + (b[o+1] as i64) } |
| 18 | func rd16s(b: *u8, o: i64) -> i64 { let v: i64=rd16(b,o); if v>=K_MAGIC_32768 { return v-K_MAGIC_65536 } return v } |
| 19 | func rd32(b: *u8, o: i64) -> i64 { return (b[o] as i64)*K_MAGIC_16777216 + (b[o+1] as i64)*K_MAGIC_65536 + (b[o+2] as i64)*256 + (b[o+3] as i64) } |
| 20 | func bit(f: i64, m: i64) -> i64 { if (f/m)%2 == 1 { return 1 } return 0 } called by 1: glyph_edges |
| 21 | func isqrt(n: i64) -> i64 { if n<=0 { return 0 } var x: i64=n; var y: i64=(x+1)/2; while y<x { x=y; y=(x + n/x)/2 } return x } called by 1: sdist |
| 22 | func find_table(b: *u8, t0: i64, t1: i64, t2: i64, t3: i64) -> i64 |
| 29 | func cmap_lookup(b: *u8, sub: i64, c: i64) -> i64 |
| 42 | func glyph_edges(b: *u8, glyf: i64, loca: i64, locfmt: i64, gid: i64, ex0: *i64, ey0: *i64, ex1: *i64, ey1: *i64) -> i64 |
| 92 | func inside(gx: i64, gy: i64, ex0: *i64, ey0: *i64, ex1: *i64, ey1: *i64, ne: i64) -> i64 called by 1: sdist |
| 102 | func seg_dist2(px: i64, py: i64, x0: i64, y0: i64, x1: i64, y1: i64) -> i64 called by 1: sdist |
| 112 | func sdist(px: i64, py: i64, ex0: *i64, ey0: *i64, ex1: *i64, ey1: *i64, ne: i64) -> i64 |
| 120 | func main() -> i64 |