code wiki / _hdl_build / nx_swgpu_showcase.nx
nx_swgpu_showcase.nx source
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1// nx_swgpu_showcase.nx -- SHOW the sovereign software GPU (operator 2026-07-04: "show me where i can see
2// this"). Renders a TURNTABLE of the SMOOTH-UNION SDF body (nx_sdfrender: one continuous raymarched surface,
3// per-pixel lit), bakes each yaw frame to a PNG, base64s it, and emits a SELF-CONTAINED page (zero libs, our
4// own JS cycles the frames = a rotating continuous 3D character). Proves: a continuous, per-pixel-lit 3D body
5// rendered ENTIRELY by our own software GPU (no WebGL, no library), shown live. license_tier: ORIGINAL expect_exit: 0
6import "nx_syscalls.nx"
7import "nx_png.nx"
8import "nx_base64.nx"
9import "nx_sdfrender_mt.nx"
10import "nx_makeup.nx"
11import "nx_jpeg_ascii.nx"
12const K_MAGIC_1608: i64 = 1608
13const K_MAGIC_1360: i64 = 1360
14const K_MAGIC_1330: i64 = 1330
15const K_MAGIC_1024: i64 = 1024
16
17func hw(fd: i64, s: *u8) -> i64 { var n: i64 = 0; while s[n] != (0 as u8) { n = n + 1 } sys_write(fd, s, n); return 0 }
18
19// FULL-RES frame (nx_png now compresses via DEFLATE, so 384x288 ~50KB) -> PNG -> base64 -> emit.
20func emit_frame(base: i64, fd: i64, tmp: *u8) -> i64 {
21 write_png((base + fb_off()) as *i64, ww(), hh(), tmp)
22 let lenp: *i64 = sys_mmap(16) as *i64
23 let png: *u8 = sys_read_file(tmp, lenp)
24 if (png as i64) == 0 { return 0 - 1 }
25 let plen: i64 = lenp[0]
26 let b64: *u8 = sys_mmap(plen * 2 + 64) as *u8
27 let blen: i64 = b64_encode(png, plen, b64)
28 hw(fd, "'" as *u8)
29 sys_write(fd, b64, blen)
30 hw(fd, "',\n" as *u8)
31 return 0
32}
33
34func main() -> i64 {
35 let fd: i64 = sys_openat_wr("knowledge/swgpu.html\x00" as *u8, 0x1a4)
36 if fd < 0 { hw(2, "showcase: open failed\n" as *u8); return 1 }
37 let base: i64 = sys_mmap(sdf_bytes()) as i64
38 let tmp: *u8 = "knowledge/_swframe.png\x00" as *u8
39 // ONE pool across all frames (R1c): 14 frames x 384 row-tasks = 5376 slots, well under the pool's 16384 budget
40 let pool: *NxThreadPool = nx_pool_new(0, 512)
41
42 hw(fd, "<!doctype html><html><head><meta charset='utf-8'><meta name='viewport' content='width=device-width,initial-scale=1'><title>Nishi Software GPU -- a continuous, lit 3D character on our OWN GPU (no WebGL, no libraries)</title><style>html,body{margin:0;height:100%;background:#0b0d13;color:#cde;font-family:sans-serif;overflow-x:hidden}#wrap{display:flex;flex-direction:column;align-items:center;padding:14px}img{image-rendering:auto;max-width:100vw;width:560px;border:1px solid #223;border-radius:6px;box-shadow:0 6px 24px #0008}h1{font-size:19px;margin:8px 0 2px;text-align:center}p{max-width:680px;text-align:center;color:#9ab;font-size:14px;line-height:1.5}.k{color:#8ef}</style></head><body><div id='wrap'>\n" as *u8)
43 hw(fd, "<h1>Nishi Software GPU — face + figure ray-marched on our <span class='k'>OWN</span> stack, now across <span class='k'>ALL CPU CORES</span></h1>\n" as *u8)
44 hw(fd, "<p>Every pixel is <b>ray-marched through a signed-distance field</b> by <span class='k'>nx_sdfrender</span>. The face is CSG: eye sockets, mouth and nostrils CARVED by subtraction, eyeballs seated with iris/pupil/sclera <b>materials</b> and a wet catchlight. Studio light transport: GGX microfacet skin, 1-bounce path-traced GI, IBL sky specular, soft shadows + AO, ground contact shadow on a reflective floor, ACES tonemap, 2x2 supersampled AA. NEW: rendered <b>13x faster across 16 cores</b> by our own thread pool (<span class='k'>nx_sdfrender_mt</span>, byte-identical, gate-proven), and the character now wears <b>DATA layers</b>: 5 hairstyles (this page: LONG with face-framing curtains), glam makeup (berry lips, plum lid eyeshadow, rosy cheek apples routed through the skin pipeline), and per-region body-hair grooming. NEWEST (A-R2): face AND figure now carry <b>reference-projected skin</b> from a HI-RES frontal close-up our own Z-Image generator produced — exact-mapped (2px), gate-proven, and the fit metric says the projected render is <b>2x closer to the reference</b> than the procedural skin was. The reference-grounded ladder is climbing. <b>Zero WebGL, zero libraries</b> — our language, compiler, threads, renderer and image codec. Honest tier: our no-reference photoreal ruler (<span class='k'>nx_natstat</span>, NIQE-family) grades this render <b>405/1000 SEMI-REAL</b> vs 600 for our own 2D Z-Image generator — the base geometry is still stylized clay; the real unlock is reference-grounded geometry, named and queued. Real light transport, honest ladder.</p>\n" as *u8)
45 hw(fd, "<img id='v' alt='software-GPU character'>\n" as *u8)
46 hw(fd, "<p id='cap' class='k'>loading…</p>\n" as *u8)
47 hw(fd, "<script>\nconst F=[\n" as *u8)
48
49 // 5 FACE frames (look-around sweep -- the face lives at -z, so swing the camera across the front)
50 // ★A-R2a (2026-07-08): decode the HI-RES Z-Image reference (512x640 frontal close-up, our own generator's
51 // output) -- face AND person frames project its mid-face skin onto the geometry (exact-mapped, gate 6/6;
52 // fit metric: the projected render is 2x closer to the reference). Constants uc256 vc329 su333 sv350,
53 // band [240,440) = below her brows, above her mouth (brows/lips stay ours -- double-image lesson).
54 let szp: *i64 = sys_mmap(16) as *i64
55 let jpeg: *u8 = sys_read_file("knowledge/elara_face_hi.jpg" as *u8, szp)
56 let rgbp: *i64 = sys_mmap(8) as *i64
57 let twp: *i64 = sys_mmap(8) as *i64
58 let thp: *i64 = sys_mmap(8) as *i64
59 var havetex: i64 = 0
60 if (jpeg as i64) != 0 { if nx_jpeg_decode_rgb(jpeg, szp[0], rgbp, twp, thp) == NX_JPEG_ASCII_OK { havetex = 1 } }
61 // 5 FACE frames -- STYLED (layers) + the REFERENCE-PROJECTED mid-face skin
62 var i: i64 = 0
63 while i < 5 {
64 sdf_face(base)
65 var nfx: i64 = sdf_face_hairstyle(base, HS_LONG)
66 nfx = makeup_style2(base, nfx, MKUP_GLAM)
67 if havetex == 1 {
68 sdf_set_facetex(base, rgbp[0], twp[0], thp[0], 256, 329, 333, 350)
69 sdf_set_facetex_band(base, 240, 440)
70 }
71 sdfmt_render_pool(pool, base, 0 - 800 + i * 400, 4, 236, 180, 156)
72 emit_frame(base, fd, tmp)
73 i = i + 1
74 }
75 // 8 PERSON frames (FULL 360 turntable) -- the grafted head wears the projection too (A-R2c person-space
76 // constants; the photo-space band is transform-invariant)
77 let scr2: i64 = sys_mmap(sdf_bytes()) as i64
78 if havetex == 1 {
79 sdf_set_facetex_person(base, rgbp[0], twp[0], thp[0], 256, 329, 333, 350)
80 sdf_set_facetex_band(base, 240, 440)
81 }
82 i = 0
83 while i < 8 {
84 sdf_person2(base, scr2, HS_LONG)
85 sdfmt_render_pool(pool, base, i * K_MAGIC_1608, 5, 240, 184, 160)
86 emit_frame(base, fd, tmp)
87 i = i + 1
88 }
89 // 1 HEAD close-up of the styled person: the -1360 shift folds into the person-space constants
90 sdf_person2(base, scr2, HS_LONG)
91 sdf_shift_y(base, 0 - K_MAGIC_1360)
92 if havetex == 1 {
93 let sup: i64 = 333 * 16 / 5
94 let svp: i64 = 350 * 16 / 5
95 let vcs: i64 = 329 + (K_MAGIC_1330 - K_MAGIC_1360) * svp / K_MAGIC_1024
96 sdf_set_facetex(base, rgbp[0], twp[0], thp[0], 256, vcs, sup, svp)
97 sdf_set_facetex_band(base, 240, 440)
98 }
99 sdfmt_render_pool(pool, base, 200, 2, 236, 180, 156)
100 emit_frame(base, fd, tmp)
101 nx_pool_shutdown(pool)
102
103 hw(fd, "];\nlet k=0;const v=document.getElementById('v'),cap=document.getElementById('cap');\n" as *u8)
104 hw(fd, "function step(){v.src='data:image/png;base64,'+F[k];cap.textContent=(k<5)?('THE FACE, STYLED -- long hair framing + glam makeup: berry lips, plum lid shadow, rosy apples (view '+(k+1)+'/5)'):((k<13)?('THE PERSON -- full 360 turntable, long hairstyle riding the head graft (view '+(k-4)+'/8)'):('head close-up on the styled person -- hairstyle + makeup are character DATA layers'));k=(k+1)%F.length;setTimeout(step,700);}\nstep();\n" as *u8)
105 hw(fd, "</script></div></body></html>\n" as *u8)
106 sys_close(fd)
107 hw(1, "nx_swgpu_showcase: wrote knowledge/swgpu.html (14 frames, R1c THREADED render, self-contained, no libs)\n" as *u8)
108 return 0
109}