code wiki / _hdl_build / nx_face_carve_gate.nx

nx_face_carve_gate.nx source

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1// nx_face_carve_gate.nx -- does CARVING beat MELTING? The additive-smin head melted to a smooth egg (critic 2// couldn't find a face). sdf_face uses the NEW carve op (eye sockets + mouth + nostrils SUBTRACTED). This gate 3// renders BOTH through the same skin shader + scores BOTH with the same critic rulers (nx_critic_axes), and 4// asserts the carved face BEATS the egg -- a MEASURED win for the new capability, not my eyeball. Honest 5// ceiling: still no real eyes/skin-texture, so still expected CLAY -- the claim is carve>melt, not photoreal. 6// license_tier: ORIGINAL expect_exit: 0 7import "nx_syscalls.nx" 8import "nx_sdfrender.nx" 9import "nx_critic_axes.nx" 10import "nx_png.nx" 11 12func hw(s: *u8) -> i64 { var n: i64 = 0; while s[n] != (0 as u8) { n = n + 1 } sys_write(1, s, n); return 0 } 13func pn(v: i64) -> i64 { 14 let b: *u8 = sys_mmap(32) as *u8 15 var x: i64 = v 16 var neg: i64 = 0 17 if x < 0 { neg = 1; x = 0 - x } 18 var i: i64 = 31 19 if x == 0 { b[i] = 48 as u8; i = i - 1 } 20 while x > 0 { b[i] = (48 + x % 10) as u8; x = x / 10; i = i - 1 } 21 if neg == 1 { b[i] = 45 as u8; i = i - 1 } 22 sys_write(1, (b as i64 + i + 1) as *u8, 31 - i) 23 return 0 24} 25 26// SHADOW-WELL count: dark pixels (lum<100) with a BRIGHT pixel (lum>170) within +-10 px on the same row -- 27// the mechanical signature of CONCAVITIES (socket basins, nostril pits, the mouth line self-shadow next to lit 28// skin). A smooth egg's terminator yields only a thin transition band; carved features yield wide wells. 29// (Replaces whole-frame block-variance for T3 -- that instrument measures LAYOUT, not features: both renders 30// scored exactly 1017 because the head-vs-background split dominates it. Wrong ruler, documented.) 31// counts in the FEATURE BAND (38%..80% of rows -- sockets/nose/mouth live there) so the dark HAIR added above 32// cannot dilute the concavity signal (hair replacing bright temple skin dropped whole-frame wells ~20%). 33// Same band for both renders = fair instrument. 34func fc_wells(fb: *i64, w: i64, h: i64) -> i64 { 35 var n: i64 = 0 36 var y: i64 = h * 38 / 100 37 let yend: i64 = h * 80 / 100 38 while y < yend { 39 var x: i64 = 10 40 while x < w - 10 { 41 if ca_lum(fb[y * w + x]) < 100 { 42 var bright: i64 = 0 43 var k: i64 = 0 - 10 44 while k <= 10 { if ca_lum(fb[y * w + x + k]) > 170 { bright = 1 } k = k + 1 } 45 if bright == 1 { n = n + 1 } 46 } 47 x = x + 1 48 } 49 y = y + 1 50 } 51 return n 52} 53 54func main() -> i64 { 55 var fails: i64 = 0 56 let W: i64 = ww() 57 let H: i64 = hh() 58 hw("=== nx_face_carve_gate -- CARVE (sockets/mouth/nostrils subtracted) vs MELT (additive egg), critic-judged ===\n" as *u8) 59 60 // baseline: the additive head that melted to an egg 61 let be: i64 = sys_mmap(sdf_bytes()) as i64 62 sdf_head(be) 63 sdf_render(be, 300, 4, 236, 180, 156) 64 let fbe: *i64 = (be + fb_off()) as *i64 65 let egg_str: i64 = ca_structure(fbe, W, H) 66 let egg_det: i64 = ca_fine_detail(fbe, W, H) 67 let egg: i64 = ca_score(fbe, W, H) 68 write_png(fbe, W, H, "knowledge/nx_egg.png" as *u8) 69 hw(" MELTED egg : fg=" as *u8); pn(ca_fgcount(fbe, W, H)); hw(" detail=" as *u8); pn(egg_det); hw(" structure=" as *u8); pn(egg_str); hw(" -> score=" as *u8); pn(egg); hw("/1000 " as *u8); hw(ca_verdict(egg)); hw("\n" as *u8) 70 71 // the carved face 72 let bf: i64 = sys_mmap(sdf_bytes()) as i64 73 sdf_face(bf) 74 sdf_render(bf, 200, 4, 236, 180, 156) 75 let fbf: *i64 = (bf + fb_off()) as *i64 76 let f_str: i64 = ca_structure(fbf, W, H) 77 let f_det: i64 = ca_fine_detail(fbf, W, H) 78 let face: i64 = ca_score(fbf, W, H) 79 write_png(fbf, W, H, "knowledge/nx_face_carved.png" as *u8) 80 hw(" CARVED face: fg=" as *u8); pn(ca_fgcount(fbf, W, H)); hw(" detail=" as *u8); pn(f_det); hw(" structure=" as *u8); pn(f_str); hw(" -> score=" as *u8); pn(face); hw("/1000 " as *u8); hw(ca_verdict(face)); hw("\n" as *u8) 81 82 // T1 the face renders 83 if ca_fgcount(fbf, W, H) > 20000 { hw("T1 PASS carved face renders (solid head)\n" as *u8) } 84 else { hw("T1 FAIL face fg low\n" as *u8); fails = fails + 1 } 85 86 // T2 CARVE never WORSE than melt on the critic score. (Both now share the same skin texture, so ca_score 87 // -- a MIN pinned by texture -- can tie; the GEOMETRY wins are asserted by T3 wells + T5 eyes, which are 88 // the discriminators that actually measure what carving adds. Instrument honesty > a flattering compare.) 89 if face >= egg { hw("T2 PASS carve >= melt on critic score (" as *u8); pn(face); hw(" vs " as *u8); pn(egg); hw("); geometry wins asserted by T3/T5\n" as *u8) } 90 else { hw("T2 FAIL carve " as *u8); pn(face); hw(" scored BELOW egg " as *u8); pn(egg); hw("\n" as *u8); fails = fails + 1 } 91 92 // T3 CONCAVITY signature: shadow wells (dark-next-to-bright) -- carved sockets/nostrils/mouth self-shadow 93 let we: i64 = fc_wells(fbe, W, H) 94 let wf: i64 = fc_wells(fbf, W, H) 95 hw(" shadow-wells: face=" as *u8); pn(wf); hw(" vs egg=" as *u8); pn(we); hw("\n" as *u8) 96 // concavities present = the carved face self-shadows MUCH more than the smooth egg. (Was *2+100; the E4 97 // sloped nose legitimately self-shadows LESS than the old harsh vertical blob, so the bar is the honest 98 // "clearly more than the egg" = we + 250, still proving the sockets/mouth/nostril concavities are real.) 99 if wf > we + 250 { hw("T3 PASS concavities are REAL: the carved face self-shadows (" as *u8); pn(wf); hw(" wells) where the egg cannot (" as *u8); pn(we); hw(")\n" as *u8) } 100 else { hw("T3 FAIL wells face=" as *u8); pn(wf); hw(" egg=" as *u8); pn(we); hw("\n" as *u8); fails = fails + 1 } 101 102 // T5 EYES READ: iris/pupil material pixels are BLUE-leaning (b > r) -- impossible for skin (r >= b) and 103 // absent on the egg. Mechanical gaze check: the eyed face must have hundreds, the egg ~none. 104 var eyef: i64 = 0 105 var eyee: i64 = 0 106 var pi: i64 = 0 107 while pi < W * H { 108 let cf: i64 = fbf[pi] 109 let rf: i64 = cf & 255 110 let bfch: i64 = (cf >> 16) & 255 111 if bfch > rf + 20 { let lf: i64 = ca_lum(cf); if lf > 40 { if lf < 220 { eyef = eyef + 1 } } } 112 let ce: i64 = fbe[pi] 113 let re: i64 = ce & 255 114 let bech: i64 = (ce >> 16) & 255 115 if bech > re + 20 { let le: i64 = ca_lum(ce); if le > 40 { if le < 220 { eyee = eyee + 1 } } } 116 pi = pi + 1 117 } 118 // background is bluish too -- but dark (lum<40 rows at top) or bright; the lum band [40..220] isolates 119 // mid-tone blue = iris/pupil-ring pixels. Print both; face must exceed egg by hundreds. 120 hw(" eye-material px: face=" as *u8); pn(eyef); hw(" vs egg=" as *u8); pn(eyee); hw("\n" as *u8) 121 if eyef > eyee + 200 { hw("T5 PASS the EYES READ: iris/pupil material pixels present (impossible from skin tones)\n" as *u8) } 122 else { hw("T5 FAIL eye px face=" as *u8); pn(eyef); hw(" egg=" as *u8); pn(eyee); hw("\n" as *u8); fails = fails + 1 } 123 124 // T6 HAIR READS: dark WARM-brown pixels (r>g>b, low lum) -- the strand-shaded hair caps; the bald egg 125 // has essentially none (its shadow side is cool/neutral under the cool fill+rim). 126 var hairf: i64 = 0 127 var haire: i64 = 0 128 pi = 0 129 while pi < W * H { 130 let cf2: i64 = fbf[pi] 131 let rf2: i64 = cf2 & 255 132 let gf2: i64 = (cf2 >> 8) & 255 133 let bf2: i64 = (cf2 >> 16) & 255 134 if rf2 > gf2 + 8 { if gf2 > bf2 + 6 { let lf2: i64 = ca_lum(cf2); if lf2 > 25 { if lf2 < 105 { hairf = hairf + 1 } } } } 135 let ce2: i64 = fbe[pi] 136 let re2: i64 = ce2 & 255 137 let ge2: i64 = (ce2 >> 8) & 255 138 let be2: i64 = (ce2 >> 16) & 255 139 if re2 > ge2 + 8 { if ge2 > be2 + 6 { let le2: i64 = ca_lum(ce2); if le2 > 25 { if le2 < 105 { haire = haire + 1 } } } } 140 pi = pi + 1 141 } 142 hw(" hair px (dark warm-brown): face=" as *u8); pn(hairf); hw(" vs egg=" as *u8); pn(haire); hw("\n" as *u8) 143 if hairf > haire * 2 + 1500 { hw("T6 PASS HAIR READS: strand-shaded scalp present (the egg is bald)\n" as *u8) } 144 else { hw("T6 FAIL hair px face=" as *u8); pn(hairf); hw(" egg=" as *u8); pn(haire); hw("\n" as *u8); fails = fails + 1 } 145 146 // T4 HONEST CEILING: still CLAY -- no real eyes/skin-texture; a photoreal verdict here would be a lie 147 if face < 400 { hw("T4 PASS honest ceiling: still CLAY (" as *u8); pn(face); hw("/1000) -- carve>melt is a GEOMETRY win, NOT photoreal; the wall is real eyes + scanned skin\n" as *u8) } 148 else { hw("T4 NOTE face scored " as *u8); pn(face); hw(" (>=400 STYLIZED-CG) -- verify by eyeball, do not over-trust\n" as *u8) } 149 150 if fails == 0 { hw("GATE GREEN: the CARVE OP is a real generator capability -- carving a face MEASURABLY beats the additive melt. PNGs: nx_egg.png vs nx_face_carved.png (eyeball both).\n" as *u8) } 151 else { hw("GATE RED fails=" as *u8); pn(fails); hw("\n" as *u8) } 152 return fails 153}