code wiki / _hdl_build / nx_worldpop_gate.nx
nx_worldpop_gate.nx
buildroot/runtime/_hdl_build/nx_worldpop_gate.nx
about
nx_worldpop_gate.nx -- ★SOVEREIGN INFINIGEN: POPULATE a world with vegetation. Render a procedural landscape,
then place procedural TREES on the terrain (projected + distance-scaled, painter's order far->near) = a LIVING
landscape. Proves the modules compose: nx_worldgen (nature) + nx_treegen (vegetation).
T1 the populated world renders with markedly more canopy-green than the bare world (trees were placed)
T2 determinism + PNG knowledge/nx_worldpop.png (bare world | populated world)
license_tier: ORIGINAL expect_exit: 0
dependencies 4 imports · 0 importers
imports: nx_syscalls.nxnx_png.nxnx_worldgen.nxnx_treegen.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
| 15 | const KEY: i64 = 16711935 // 0xFF00FF magenta chroma-key (255,0,255) |
| 16 | const CAMY_EYE: i64 = 1050 |
| 17 | const WFOC: i64 = 360 // must match nx_worldgen WG_FOCAL |
| 18 | const WHOR: i64 = 46 // WG_HORIZON |
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 } |
| 20 | func greencount(fb: *i64, n: i64) -> i64 { var s: i64=0; var i: i64=0; while i<n { let px: i64=fb[i]; let r: i64=px&255; let g: i64=(px>>8)&255; let b: i64=(px>>16)&255; if g>r+8 { if g>b+8 { s=s+1 } } i=i+1 } return s } called by 1: main |
| 22 | func main() -> i64 |