code wiki / _hdl_build / nx_meshview_projection_candidate_t332.nx

nx_meshview_projection_candidate_t332.nx source

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1// nx_meshview.nx -- look at an .nxmesh. The program emits NXMSH2 meshes and had NO WAY TO VIEW ONE, 2// which is exactly how a skull that renders as an egg passed a 6/6 gate: every tooth measured counts 3// and determinism, and nothing ever drew the thing. 4// 5// Orthographic z-buffered triangle fill, flat-shaded off the stored per-triangle normal, three views 6// side by side (front / side / three-quarter) so a shape can be judged rather than described. 7// 8// nx_meshview <in.nxmesh> <out.png> [layer] layer: -1 all (default), 0 skin, 1 muscle, 2 bone 9// license_tier: ORIGINAL expect_exit: 0 No hw writes (Rule 26). 10import "nx_png.nx" 11 12const MV_W: i64 = 1200 13const MV_H: i64 = 460 14const MV_VW: i64 = 400 // per-view width 15const MV_TS: i64 = 84 // triangle stride in the file 16// ⚠THE HEADER SIZE IS NOT A CONSTANT. It is 16 + nlayer*24, and nlayer varies by producer: nx_body_gen 17// writes 3 layers (skin/muscle/bone) so 88 bytes, while the BodyParts3D oracle has ONE layer and a 18// 40-byte header. Hardcoding 88 read the oracle 48 bytes off and produced a perfectly plausible-looking 19// 2x2x2 bounding box of garbage, which rendered as an empty frame. 20const MV_FAR: i64 = 2000000000 21const MV_BG: i64 = 0x141c28 // the dark slate the other gates use, so renders are comparable 22const MV_MARGIN: i64 = 24 23 24func mv_puts(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } 25func mv_pn(v: i64) -> i64 { 26 let b: *u8 = sys_mmap(32); var x: i64=v; var ng: i64=0 27 if x<0 { ng=1; x=0-x } 28 var i: i64=31 29 if x==0 { b[i]=48 as u8; i=i-1 } 30 while x>0 { b[i]=(48+x%10) as u8; x=x/10; i=i-1 } 31 if ng==1 { b[i]=45 as u8; i=i-1 } 32 sys_write(1,(b as i64 + i + 1) as *u8, 31-i); return 0 33} 34func mv_atoi(s: *u8) -> i64 { 35 var i: i64=0; var n: i64=0; var sg: i64=1 36 if s[0]==(45 as u8) { sg=0-1; i=1 } 37 while s[i]!=(0 as u8) { let c: i64=s[i] as i64; if c>=48 { if c<=57 { n=n*10+(c-48) } } i=i+1 } 38 return n*sg 39} 40func mv_abs(v: i64) -> i64 { if v<0 { return 0-v } return v } 41func mv_rd32(b: *u8, o: i64) -> i64 { 42 return (b[o] as i64) | ((b[o+1] as i64)<<8) | ((b[o+2] as i64)<<16) | ((b[o+3] as i64)<<24) 43} 44// ★IEEE-754 single -> integer scaled by `scale`. The mesh stores floats; this organ is integer-only, so 45// the bits are decoded by hand rather than trusting a cast. Denormals and zero collapse to 0, which is 46// correct for geometry and avoids a special case that would only ever fire on garbage input. 47func mv_f32(bits: i64, scale: i64) -> i64 { 48 let s: i64 = (bits >> 31) & 1 49 let e: i64 = (bits >> 23) & 255 50 let m: i64 = bits & 8388607 51 if e == 0 { return 0 } 52 if e == 255 { return 0 } 53 let mant: i64 = 8388608 | m 54 let sh: i64 = e - 127 - 23 55 var v: i64 = 0 56 if sh >= 0 { 57 if sh > 30 { return 0 } 58 v = mant * scale 59 v = v << sh 60 } else { 61 let rs: i64 = 0 - sh 62 if rs > 62 { return 0 } 63 v = mant * scale 64 v = v >> rs 65 } 66 if s == 1 { return 0 - v } 67 return v 68} 69 70// project a model point to a view. view 0 = front (x,y), 1 = side (z,y), 2 = three-quarter (blend). 71func mv_px(vx: i64, vy: i64, vz: i64, view: i64) -> i64 { 72 if view == 0 { return vx } 73 if view == 1 { return vz } 74 return (vx*7 - vz*7)/10 // yaw 45: screen x = (x - z)/sqrt2 75} 76// ⚠DEPTH SIGN. The rasterizer keeps the SMALLER value, so "depth" must INCREASE with distance from the 77// camera. The first version returned +z for the front view, which keeps the FARTHEST surface -- the 78// front panel was rendering the back of the skull, and it looked plausible enough to nearly pass. 79func mv_pz(vx: i64, vy: i64, vz: i64, view: i64) -> i64 { 80 if view == 0 { return 0 - vz } // camera on +z: nearer = larger z 81 if view == 1 { return 0 - vx } // camera on +x 82 return (0 - vx*7 - vz*7)/10 // camera on (+x,+z) 83} 84 85func main(argc: i64, argv: *i64) -> i64 { 86 if argc < 3 { mv_puts("usage: nx_meshview <in.nxmesh> <out.png> [layer -1|0|1|2]\n" as *u8); return 2 } 87 var want: i64 = 0-1 88 if argc > 3 { want = mv_atoi(argv[3] as *u8) } 89 let ln: *i64 = sys_mmap(16) as *i64 90 let buf: *u8 = sys_read_file(argv[1] as *u8, ln) 91 if (buf as i64) == 0 { mv_puts("{\x22error\x22:\x22cannot read mesh\x22}\n" as *u8); return 3 } 92 if buf[0] != (78 as u8) { mv_puts("{\x22error\x22:\x22not NXMSH2\x22}\n" as *u8); return 4 } 93 let nlayer: i64 = mv_rd32(buf, 8) 94 let nt: i64 = mv_rd32(buf, 12) 95 if nt <= 0 { mv_puts("{\x22error\x22:\x22no triangles\x22}\n" as *u8); return 5 } 96 let MV_HDR: i64 = 16 + nlayer*24 97 let lay: i64 = MV_HDR + nt*MV_TS 98 99 // ---- pass 1: bounding box over the SELECTED layer only, so a single layer fills the frame 100 var lox: i64 = MV_FAR; var hix: i64 = 0-MV_FAR 101 var loy: i64 = MV_FAR; var hiy: i64 = 0-MV_FAR 102 var loz: i64 = MV_FAR; var hiz: i64 = 0-MV_FAR 103 var kept: i64 = 0 104 var t: i64 = 0 105 while t < nt { 106 var take: i64 = 1 107 if want >= 0 { if mv_rd32(buf, lay + t*4) != want { take = 0 } } 108 if take == 1 { 109 kept = kept + 1 110 var j: i64 = 0 111 while j < 3 { 112 let o: i64 = MV_HDR + t*MV_TS + j*12 113 // ⚠read at MICROMETRE precision, not integer units. The BodyParts3D oracle is stored in 114 // METRES, so reading at scale 1 truncated the whole 171k-triangle skull to a 2x2x2 box. 115 // The view auto-fits from the bounding box, so the absolute unit is irrelevant -- only 116 // the precision matters, and this makes mm-scale and metre-scale meshes both work. 117 let x: i64 = mv_f32(mv_rd32(buf,o), 1000) 118 let y: i64 = mv_f32(mv_rd32(buf,o+4), 1000) 119 let z: i64 = mv_f32(mv_rd32(buf,o+8), 1000) 120 if x < lox { lox = x } 121 if x > hix { hix = x } 122 if y < loy { loy = y } 123 if y > hiy { hiy = y } 124 if z < loz { loz = z } 125 if z > hiz { hiz = z } 126 j = j + 1 127 } 128 } 129 t = t + 1 130 } 131 if kept == 0 { mv_puts("{\x22error\x22:\x22layer empty\x22}\n" as *u8); return 6 } 132 var spanx: i64 = hix - lox 133 var spany: i64 = hiy - loy 134 var spanz: i64 = hiz - loz 135 if spanx < 1 { spanx = 1 } 136 if spany < 1 { spany = 1 } 137 if spanz < 1 { spanz = 1 } 138 // one scale for EVERY view, so the three panels are directly comparable rather than each auto-fitted 139 var span: i64 = spanx 140 if spany > span { span = spany } 141 if spanz > span { span = spanz } 142 let usable: i64 = MV_H - MV_MARGIN*2 143 // Form the projection ratio after multiplication; a precomputed ratio collapses large meshes. 144 let cx: i64 = (lox+hix)/2 145 let cy: i64 = (loy+hiy)/2 146 let cz: i64 = (loz+hiz)/2 147 148 let fb: *i64 = sys_mmap(MV_W*MV_H*8) as *i64 149 let zb: *i64 = sys_mmap(MV_W*MV_H*8) as *i64 150 var p: i64 = 0 151 while p < MV_W*MV_H { fb[p] = MV_BG; zb[p] = MV_FAR; p = p + 1 } 152 153 var view: i64 = 0 154 while view < 3 { 155 let ox: i64 = view*MV_VW + MV_VW/2 156 let oy: i64 = MV_H/2 157 t = 0 158 while t < nt { 159 var take: i64 = 1 160 if want >= 0 { if mv_rd32(buf, lay + t*4) != want { take = 0 } } 161 if take == 1 { 162 let base: i64 = MV_HDR + t*MV_TS 163 // three projected vertices 164 let sx: *i64 = sys_mmap(64) as *i64 165 let sy: *i64 = sys_mmap(64) as *i64 166 let sd: *i64 = sys_mmap(64) as *i64 167 var j: i64 = 0 168 while j < 3 { 169 let o: i64 = base + j*12 170 let X: i64 = mv_f32(mv_rd32(buf,o), 1000) - cx 171 let Y: i64 = mv_f32(mv_rd32(buf,o+4), 1000) - cy 172 let Z: i64 = mv_f32(mv_rd32(buf,o+8), 1000) - cz 173 sx[j] = ox + mv_px(X,Y,Z,view)*usable/span 174 sy[j] = oy - Y*usable/span 175 sd[j] = mv_pz(X,Y,Z,view) 176 j = j + 1 177 } 178 // flat shade from the stored normal: lambert against a fixed key, plus ambient 179 // ★AVERAGE ALL THREE VERTEX NORMALS. Flat-shading from vertex A alone means adjacent 180 // triangles are lit by whichever normal happens to sit at their first vertex; with 181 // gradient normals from a polygonizer those differ sharply between neighbours, and the 182 // surface renders as speckled mottling. An STL-sourced mesh hides this because it 183 // carries one consistent facet normal -- which is why the reference looked clean and 184 // ours did not, through the very same renderer. 185 let nx: i64 = (mv_f32(mv_rd32(buf, base+36), 1000) + mv_f32(mv_rd32(buf, base+48), 1000) + mv_f32(mv_rd32(buf, base+60), 1000))/3 186 let ny: i64 = (mv_f32(mv_rd32(buf, base+40), 1000) + mv_f32(mv_rd32(buf, base+52), 1000) + mv_f32(mv_rd32(buf, base+64), 1000))/3 187 let nz: i64 = (mv_f32(mv_rd32(buf, base+44), 1000) + mv_f32(mv_rd32(buf, base+56), 1000) + mv_f32(mv_rd32(buf, base+68), 1000))/3 188 var lam: i64 = (nx*3 + ny*5 + nz*8)/10 189 if lam < 0 { lam = 0 - lam } 190 var sh: i64 = 300 + lam*700/1000 191 if sh > 1000 { sh = 1000 } 192 // ⚠the mesh stores colour as PER-MILLE (written as bg_f32(c,1000)), not 0..255. Reading it 193 // as 8-bit blew every surface to pure white and the first render showed silhouette only, 194 // with no form at all -- the shading was there and invisible. 195 var cr: i64 = mv_f32(mv_rd32(buf, base+72), 1000)*255/1000 196 var cg: i64 = mv_f32(mv_rd32(buf, base+76), 1000)*255/1000 197 var cb: i64 = mv_f32(mv_rd32(buf, base+80), 1000)*255/1000 198 // ⚠a mesh may carry NO colour (the BodyParts3D oracle stores zeros). Multiplying shade by 199 // zero renders the whole model black on a dark background -- an empty image that looks 200 // exactly like a failed load. Fall back to bone so geometry is always visible. 201 if cr + cg + cb < 12 { cr = 216; cg = 210; cb = 198 } 202 var rr: i64 = cr*sh/1000; var gg: i64 = cg*sh/1000; var bb: i64 = cb*sh/1000 203 if rr > 255 { rr = 255 } 204 if gg > 255 { gg = 255 } 205 if bb > 255 { bb = 255 } 206 if rr < 0 { rr = 0 } 207 if gg < 0 { gg = 0 } 208 if bb < 0 { bb = 0 } 209 let col: i64 = (rr<<16) | (gg<<8) | bb 210 // bounding-box scan with edge functions (barycentric inside test) 211 var minx: i64 = sx[0]; var maxx: i64 = sx[0] 212 var miny: i64 = sy[0]; var maxy: i64 = sy[0] 213 var k: i64 = 1 214 while k < 3 { 215 if sx[k] < minx { minx = sx[k] } 216 if sx[k] > maxx { maxx = sx[k] } 217 if sy[k] < miny { miny = sy[k] } 218 if sy[k] > maxy { maxy = sy[k] } 219 k = k + 1 220 } 221 if minx < view*MV_VW { minx = view*MV_VW } 222 if maxx >= (view+1)*MV_VW { maxx = (view+1)*MV_VW - 1 } 223 if miny < 0 { miny = 0 } 224 if maxy >= MV_H { maxy = MV_H - 1 } 225 let area: i64 = (sx[1]-sx[0])*(sy[2]-sy[0]) - (sy[1]-sy[0])*(sx[2]-sx[0]) 226 var hit: i64 = 0 227 if area != 0 { 228 var py: i64 = miny 229 while py <= maxy { 230 var px: i64 = minx 231 while px <= maxx { 232 let w0: i64 = (sx[1]-sx[0])*(py-sy[0]) - (sy[1]-sy[0])*(px-sx[0]) 233 let w1: i64 = (sx[2]-sx[1])*(py-sy[1]) - (sy[2]-sy[1])*(px-sx[1]) 234 let w2: i64 = (sx[0]-sx[2])*(py-sy[2]) - (sy[0]-sy[2])*(px-sx[2]) 235 var inside: i64 = 0 236 if w0 >= 0 { if w1 >= 0 { if w2 >= 0 { inside = 1 } } } 237 if w0 <= 0 { if w1 <= 0 { if w2 <= 0 { inside = 1 } } } 238 if inside == 1 { 239 hit = 1 240 // ★INTERPOLATE DEPTH PER PIXEL. Using the triangle's centroid depth for 241 // every pixel it covers makes overlapping triangles win and lose the z 242 // test inconsistently, and a dense mesh renders as speckle. The edge 243 // functions ARE the barycentric weights, so this costs one divide. 244 var wsum: i64 = w0 + w1 + w2 245 var d: i64 = (sd[0]+sd[1]+sd[2])/3 246 if wsum != 0 { d = (w1*sd[0] + w2*sd[1] + w0*sd[2]) / wsum } 247 let idx: i64 = py*MV_W + px 248 if d < zb[idx] { zb[idx] = d; fb[idx] = col } 249 } 250 px = px + 1 251 } 252 py = py + 1 253 } 254 } 255 // ★SUB-PIXEL FALLBACK. A dense mesh puts many triangles inside a single pixel, and an 256 // edge test evaluated at the pixel CENTRE rejects every one that does not happen to 257 // cover it -- the surface renders as speckle full of holes. If a triangle covered no 258 // pixel, plot its centroid, so coverage never depends on a triangle being large enough. 259 if hit == 0 { 260 let mx: i64 = (sx[0]+sx[1]+sx[2])/3 261 let my2: i64 = (sy[0]+sy[1]+sy[2])/3 262 if mx >= view*MV_VW { if mx < (view+1)*MV_VW { if my2 >= 0 { if my2 < MV_H { 263 let d2: i64 = (sd[0]+sd[1]+sd[2])/3 264 let idx2: i64 = my2*MV_W + mx 265 if d2 < zb[idx2] { zb[idx2] = d2; fb[idx2] = col } 266 } } } } 267 } 268 } 269 t = t + 1 270 } 271 view = view + 1 272 } 273 write_png(fb, MV_W, MV_H, argv[2] as *u8) 274 mv_puts("{\x22organ\x22:\x22nx_meshview\x22,\x22tris_total\x22:" as *u8); mv_pn(nt) 275 mv_puts(",\x22tris_drawn\x22:" as *u8); mv_pn(kept) 276 mv_puts(",\x22layer\x22:" as *u8); mv_pn(want) 277 mv_puts(",\x22bbox_x\x22:" as *u8); mv_pn(spanx) 278 mv_puts(",\x22bbox_y\x22:" as *u8); mv_pn(spany) 279 mv_puts(",\x22bbox_z\x22:" as *u8); mv_pn(spanz) 280 mv_puts(",\x22views\x22:\x22front|side|three-quarter, ONE shared scale so the panels compare\x22}\n" as *u8) 281 return 0 282}