Renderer: IR/thermal palette, bilinear default, searchlight (fog) + night egg

- IR / predator-vision thermal: the cockpit IR button toggles it via the
  wire (dpl_Effect on action 0x1b, mode -1 ON / -2 OFF -> board.pvision).
  vrview_gl present pass remaps scene luminance to a thermal palette
  (default heat/Predator; mono|green|amber via VRVIEW_PVISION_PALETTE;
  VRVIEW_PVISION / bridge 'v' key force it on). Exact palette + HUD-exempt
  pending crew review.
- Texture filter default flipped to bilinear (operator preference); the
  i860 board itself point-sampled, so VRVIEW_FILTER=nearest reverts. (A CRT
  present-pass bleed/scanline prototype was built and rejected; removed.)
- Searchlight: no code needed -- night A/B proved it is a VIEW-FOG push-back
  (fog near 5->60, far 400->500 on), already rendered by the existing view
  fog path. Not a light cone. Added TESTNITE.EGG (arena1/night/fog) +
  gauge_arena_night_pipe.conf for the test.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-07-14 13:49:34 -05:00
co-authored by Claude Opus 4.8
parent aadda7f9a5
commit 5593d57d48
5 changed files with 371 additions and 13 deletions
+229
View File
@@ -0,0 +1,229 @@
[mission]
adventure=BattleTech
map=arena1
scenario=freeforall
time=night
weather=fog
temperature=27
length=600
[ordinals]
bitmap=Ordinal::BitMap::1
bitmap=Ordinal::BitMap::2
bitmap=Ordinal::BitMap::3
bitmap=Ordinal::BitMap::4
[Ordinal::BitMap::1]
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x=128
y=32
width=8
[Ordinal::BitMap::2]
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bitmap=00000E0000003C000000FC03C0780000
bitmap=00003C0000003C000001BC03C0780000
bitmap=0000700F3E1FFC000003BC0FF07BF000
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bitmap=0003800FFE7C3C0000063C03C07C7800
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[Ordinal::BitMap::3]
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width=8
[Ordinal::BitMap::4]
bitmap=00000000000000000000000000000000
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bitmap=001FFF03C07800000007FC03C0780000
bitmap=001FFF03C0780000000FFE03C0780000
bitmap=00000F03C0780000001F1F03C0780000
bitmap=00000F03C0780000001E0F03C0780000
bitmap=00000F0FF07BF000001E0F0FF07BF000
bitmap=00001F0FF07FF800001E0F0FF07FF800
bitmap=00001E03C07C7800001E0F03C07C7800
bitmap=00003E03C0783C00001E0F03C0783C00
bitmap=00003C03C0783C00000F1E03C0783C00
bitmap=00003C03C0783C000007FC03C0783C00
bitmap=00007803C0783C000007FC03C0783C00
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bitmap=00000000000000000000000000000000
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x=128
y=32
width=8
[pilots]
pilot=200.0.0.113
[200.0.0.113]
hostType=0
advancedDamage=1
loadzones=1
name=cyd
bitmapindex=1
experience=veteran
badge=VGL
patch=Yellow
role=Role::Default
dropzone=one
vehicle=madcat
vehicleValue=0
color=White
[largebitmap]
bitmap=BitMap::Large::cyd
[BitMap::Large::cyd]
bitmap=00000000000000000000000000000000
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bitmap=000000000000000000003C0000000000
bitmap=000000000000000000003C0000000000
bitmap=000000000000000000003C0000000000
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bitmap=000000000000FCF00E0FBC0000000000
bitmap=000000000003FE781C1FFC0000000000
bitmap=000000000007FE781C3C7C0000000000
bitmap=00000000000F82783C3C3C0000000000
bitmap=00000000001F003C38783C0000000000
bitmap=00000000001E003C78783C0000000000
bitmap=00000000001E003C70783C0000000000
bitmap=00000000001E003E70783C0000000000
bitmap=00000000001E001EE0783C0000000000
bitmap=00000000001E001EE0783C0000000000
bitmap=00000000001F001FE0783C0000000000
bitmap=00000000000F020FC07C7C0000000000
bitmap=000000000007FE0FC03FFC0000000000
bitmap=000000000003FE0F803FFC0000000000
bitmap=000000000000FC07800F3C0000000000
bitmap=00000000000000070000000000000000
bitmap=00000000000000070000000000000000
bitmap=000000000000000F0000000000000000
bitmap=000000000000000E0000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
x=128
y=32
width=8
[smallbitmap]
bitmap=BitMap::Small::cyd
[BitMap::Small::cyd]
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000600000
bitmap=00000000006000000000000000600000
bitmap=000001EC33E000000000030666600000
bitmap=000003066660000000000303C6600000
bitmap=00000303C66000000000030186600000
bitmap=000001E183E000000000000300000000
bitmap=00000003000000000000000000000000
x=64
y=16
width=4
[Role::Default]
model=dfltrole
[Role::NoReturn]
model=noretun
+15 -2
View File
@@ -103,6 +103,9 @@ class VirtualBoard:
self.anim = {} # handle -> latest 0x1d (9f mat + 3f t, COMPOSES)
self.anim_abs = {} # handle -> latest 0x1f record (REPLACES)
self.anim4 = {} # handle -> latest 0x1b (16f 4x4)
self.pvision = False # IR / "predator vision" thermal
self.pvision_mat = None # view-colour transform (dpl_Effect
# type-0, action 0x1b, mode -1 ON/-2 OFF)
self.morphs = {} # morphed geom -> (a, b, alpha)
self.names = {} # 0x8000xxxx name id -> handle (0x22)
self.sfx = {} # SPECIALFX defs by code (0x1c)
@@ -270,8 +273,18 @@ class VirtualBoard:
self.names[nm] = h
return b''
if msg.action == 0x1b and len(msg.payload) >= 72:
# per-frame full-matrix DCS update: [zone][dcs][4x4 row-major]
# (SDEMO; fire-and-forget; row-3 junk words = uninitialized host mem)
# dpl_Effect type-0 (view colour) + zone matrix refresh share
# this action: [word0][handle][4x4 row-major]. word0 = -1/-2 is
# the IR/"predator vision" toggle (BTL4OPT FUN_0045fe44 ->
# dpl_Effect(0,0,{grey,grey,grey,mode}); the 4x4 is the colour
# transform). Otherwise word0 is a zone handle (SDEMO per-frame
# matrix update; fire-and-forget, row-3 junk = uninit host mem).
mode = struct.unpack_from('<i', msg.payload, 0)[0]
if mode == -1 or mode == -2:
self.pvision = (mode == -1)
if self.pvision:
self.pvision_mat = struct.unpack_from('<16f', msg.payload, 8)
return b''
h = struct.unpack_from('<I', msg.payload, 4)[0]
self.anim4[h] = struct.unpack_from('<16f', msg.payload, 8)
return b''
+39 -11
View File
@@ -189,14 +189,37 @@ void main() { // fullscreen triangle from gl_VertexID
PRESENT_FS = """
#version 330
uniform sampler2D u_tex;
uniform int u_pv; // IR / predator-vision on (board.pvision)
uniform int u_pvmode; // 0 mono, 1 green, 2 amber, 3 heat-ramp
in vec2 v_uv;
out vec4 f_color;
void main() { // Division DAC gamma, once over the final image
vec3 heat(float t) { // black -> red -> yellow -> white heat ramp
vec3 c = mix(vec3(0.0), vec3(1.0, 0.0, 0.0), clamp(t / 0.40, 0.0, 1.0));
c = mix(c, vec3(1.0, 1.0, 0.0), clamp((t - 0.40) / 0.40, 0.0, 1.0));
c = mix(c, vec3(1.0), clamp((t - 0.80) / 0.20, 0.0, 1.0));
return c;
}
void main() {
vec3 c = texture(u_tex, v_uv).rgb;
f_color = vec4(pow(c, vec3(1.0 / 1.25)), 1.0);
if (u_pv == 1) { // thermal false-colour from scene luminance
float lum = dot(c, vec3(0.299, 0.587, 0.114));
if (u_pvmode == 0) c = vec3(lum);
else if (u_pvmode == 1) c = vec3(lum * 0.15, lum, lum * 0.15);
else if (u_pvmode == 2) c = vec3(lum, lum * 0.72, lum * 0.18);
else c = heat(lum);
}
f_color = vec4(pow(c, vec3(1.0 / 1.25)), 1.0); // Division DAC gamma
}
"""
# IR / "predator vision" thermal view. The game toggles it via dpl_Effect on
# action 0x1b (mode -1 ON / -2 OFF) -> board.pvision; VRVIEW_PVISION=1 or the
# bridge 'v' key forces it on for evaluation without pressing the cockpit IR
# button. Palette: VRVIEW_PVISION_PALETTE = mono|green|amber|heat (default
# heat/Predator-style, operator's interim pick 2026-07-14; exact original TBD).
PVISION = [os.environ.get('VRVIEW_PVISION', '0') != '0']
_PV_MODES = {'mono': 0, 'green': 1, 'amber': 2, 'heat': 3}
HUD_VS = """
#version 330
@@ -345,12 +368,12 @@ class GLRenderer(vrview.Renderer):
h, w = rgb.shape[:2]
data = np.ascontiguousarray(np.clip(rgb, 0, 255).astype(np.uint8))
tex = self.ctx.texture((w, h), 3, data.tobytes())
# AUTHENTIC = point sampling: the i860 texture inner loop (VRENDER/
# AS860/SCANLINE.SS) does ONE fld.l per pixel from the interpolated
# u,v -- no bilinear fetch existed on the board. VRVIEW_FILTER=linear
# opts into smoothing for modern taste.
mag = (self.moderngl.LINEAR if os.environ.get('VRVIEW_FILTER') == 'linear'
else self.moderngl.NEAREST)
# DEFAULT = bilinear (operator preference 2026-07-14). The i860 board
# itself POINT-sampled (VRENDER/AS860/SCANLINE.SS: one fld.l per pixel,
# no bilinear) -- VRVIEW_FILTER=nearest reverts to that raw board look;
# linear is the smoother default (closer to the pods' CRT display).
mag = (self.moderngl.NEAREST if os.environ.get('VRVIEW_FILTER') == 'nearest'
else self.moderngl.LINEAR)
# VRVIEW_MIPMAP=1: keep the point-sampled look up close but add mipmaps
# so MINIFIED high-frequency textures (RP's checkerboard track floor)
# stop aliasing/moireing -- that shimmer-in-motion reads as "flashing
@@ -358,9 +381,9 @@ class GLRenderer(vrview.Renderer):
# RP's decal-frequency floor needs it to be watchable. Off by default.
if os.environ.get('VRVIEW_MIPMAP', '0') != '0':
tex.build_mipmaps()
mip = (self.moderngl.LINEAR_MIPMAP_LINEAR
if os.environ.get('VRVIEW_FILTER') == 'linear'
else self.moderngl.NEAREST_MIPMAP_LINEAR)
mip = (self.moderngl.NEAREST_MIPMAP_LINEAR
if os.environ.get('VRVIEW_FILTER') == 'nearest'
else self.moderngl.LINEAR_MIPMAP_LINEAR)
tex.filter = (mip, mag)
try:
tex.anisotropy = float(os.environ.get('VRVIEW_ANISO', '8'))
@@ -555,6 +578,11 @@ class GLRenderer(vrview.Renderer):
ctx.disable(mgl.DEPTH_TEST)
self._fbo_tex.use(0)
self._set(self._present_prog, 'u_tex', 0)
self._set(self._present_prog, 'u_pv',
1 if (PVISION[0] or getattr(board, 'pvision', False)) else 0)
self._set(self._present_prog, 'u_pvmode',
_PV_MODES.get(os.environ.get('VRVIEW_PVISION_PALETTE',
'heat'), 3))
self._present_vao.render(mgl.TRIANGLES, vertices=3)
pg.display.flip()
cam = self.cam_matrix(board)
@@ -0,0 +1,79 @@
[sdl]
output=opengl
# higher,higher not highest: HIGH_PRIORITY_CLASS starved the host desktop;
# with the retry patches a rare dropout self-recovers (see gauge_rio.conf).
priority=higher,higher
[dosbox]
memsize=32
machine=svga_s3
[cpu]
core=dynamic
cputype=pentium
cycles=max
[sblaster]
sbtype=sb16
sbbase=220
irq=5
dma=1
hdma=5
[mixer]
# match the EMU8000s' native rate (no resample) and buffer ~60ms so brief
# emulation-thread stalls (RIO retry recovery) don't audibly chop
rate=44100
blocksize=1024
prebuffer=60
[ne2000]
# real pods loaded the ODI stack in AUTOEXEC before ANY game launch --
# weapons-fire test: bare -egg run WITH the packet stack resident (the game's
# WATTCP identity is 200.0.0.113 from REL410\BT\WATTCP.CFG). nicbase 340:
# 300 clashes with the VDB and blanks heads. backend=slirp: THIS build lacks
# pcap ("Backend not supported"); slirp = user-mode NAT, no LAN peers, but
# the packet driver functions and accepts sends -- enough for a solo fire
# test. For pod<->console runs use a pcap-enabled build (net_full.conf).
ne2000=true
nicbase=340
nicirq=3
backend=slirp
[serial]
# RIO on COM1 with the low-latency options (rxpollus/rxburst) so the board's
# few-ms ACK deadline is met; plasma display on COM2 (real pod has both).
serial1=namedpipe pipe:vrio rxpollus:100 rxburst:16
serial2=namedpipe pipe:vplasma
[autoexec]
mount c "C:\VWE\TeslaRel410\ALPHA_1"
mount d "C:\VWE\TeslaRel410\emulator\net-boot"
d:
echo === loading NE2000 packet-driver stack (as production AUTOEXEC did) ===
d:\lsl
d:\ne2000
d:\odipkt
c:
cd \REL410\BT
set VIDEOFORMAT=svga
rem production pod card init (PARAMETR.BAT:181-186): DIAGNOSE + AWEUTIL per
rem card -- AWEUTIL /S does the EMU8000 bring-up and DRAM detect the HMI SOS
rem driver relies on; skipping it left the cards uninitialized (silent).
rem aweutil /s SKIPPED for now: it verifies the AWE32 GM ROM, which the
rem emulated cards lack (hangs in a retry loop) -- restore once the ROM is
rem dumped from a real card. diagnose /s kept (passes, sets mixer config).
set BLASTER=A220 I5 D1 H5 P330 T6
c:\sb16\diagnose /s
set BLASTER=A240 I7 D3 H6 P300 T6
c:\sb16\diagnose /s
set BLASTER=A220 I5 D1 H5 P330 T6
set TEMP=c:\
rem arena1 city mission (testnite.egg: map=arena1, time=day), RIO attached,
rem bare -egg launch (no netnub) = the user's real-world test-egg setup.
set HEAPSIZE=15000000
set L4GAUGE=640x480x16
call setenv.bat r f s p
32rtm.exe -x
rem stdout -> log: this optimized build still emits DEBUG_STREAM lines (the
rem RIO retry spam proved it) -- capture the weapon fire-refusal reason.
rem DOS flushes in 4KB chunks; the tail lands on clean exit (mission timer).
btl4opt.exe -egg testnite.egg > c:\weaponlog.txt
32rtm.exe -u
echo ALPHA1-RUN-DONE
pause
+9
View File
@@ -454,6 +454,15 @@ def render(board):
flush=True)
except Exception:
pass
if ev.key == pg.K_v: # IR/thermal (pvision) manual toggle
try:
import vrview_gl
vrview_gl.PVISION[0] = not vrview_gl.PVISION[0]
print(f"IR/thermal (pvision) "
f"{'ON' if vrview_gl.PVISION[0] else 'OFF'}",
flush=True)
except Exception:
pass
if hstep or fstep:
print(f"eye trim: height {UPOFF[0]:+.1f} "
f"forward {FWDOFF[0]:+.1f}", flush=True)