Bring the graphics-dev collaborator's dpl3-revive into the repo as first-class
project code (they've handed it off; it's ours now). This is the proven
Division renderer that our in-process rt_draw has been trying to be.
What's here:
- parser/ B2Z/V2Z/SVT/SCN/SPL/BGF/BMF/BSL decoders (pure Python).
- spec/ reverse-engineered format + the definitive VelociRender wire
protocol (from the original DIVISION source, matches our live
VPX node/action tables exactly).
- source-ref/ read-only copies of the original DIVISION C (BIZREAD.C,
DPLTYPES.H, DPL.H) that define the formats.
- patha/ the "virtual VelociRender board": vrboard.py (24-action protocol
server), vrview.py (numpy software rasterizer, the reference),
vrview_gl.py (moderngl GPU backend, 832x512@60Hz), plus the
run/replay/regress tooling and evidence renders. Drives FLYK/BLADE/
Star Trek demos AND our btl4opt/rpl4opt game binaries.
- viewer/ WebGL archive generators (.py); prebuilt HTML/data regeneratable.
- samples/ small test models/textures.
- bt*.raw.bin real BTL4OPT arena wire captures (kept for offline renderer
testing/regression against OUR game).
.gitignore keeps the multi-hundred-MB demo capture dumps + debug logs +
regeneratable viewer bundles out of history (they stay on disk).
Phase 0 of the integration is validated: their board decodes our bt8 capture
with zero errors (3748 nodes, 507 instances, 4 mechs) and renders our arena
(terrain/dome/sky, correct Division DAC gamma). Plan + status in memory;
integration continues in emulator/RENDERER-COLLAB.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
171 lines
6.5 KiB
Python
171 lines
6.5 KiB
Python
#!/usr/bin/env python3
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"""
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regress.py -- cross-scene regression: replay every scene capture through the
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board + renderer, save a PNG each, report errors/timing. Also self-tests
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sect_vector picking against the SHARKS scene.
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python regress.py
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"""
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import os, sys, struct, time, traceback
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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os.environ.setdefault('SDL_VIDEODRIVER', 'dummy')
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import numpy as np
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from vrboard import VirtualBoard, Assembler, A, pack_vr
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from decode_anim import find_framed_start
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SCENES = [
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('SHARKS', 'cap8.raw.bin', 2000),
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('SDEMO', 'sdemo2.raw.bin', 800),
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('KLNGVID', 'klng.raw.bin', 900),
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('BLADE', 'blade2.raw.bin', 300),
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('FXTEST', 'fxtest.raw.bin', 400),
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]
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def replay(path, upto):
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data = open(path, 'rb').read()
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board = VirtualBoard()
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asm = Assembler(); asm.feed(data[find_framed_start(data):])
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errs = 0
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for m in asm:
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try:
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board.handle(m)
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except Exception:
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errs += 1
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if board.frames >= upto:
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break
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return board, errs
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def main():
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from vrview import Renderer
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r = Renderer()
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ok = True
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soft_frames = {}
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for name, path, upto in SCENES:
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if not os.path.exists(path):
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print(f'{name:8} SKIP (no capture {path})')
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continue
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try:
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board, herrs = replay(path, upto)
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board._view = r
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r.cache = type(r.cache)() # fresh SceneCache per scene
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t0 = time.perf_counter()
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r.frame = 0; r.skip = 1
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r.draw(board)
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ms = (time.perf_counter() - t0) * 1000
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r.pygame.image.save(r.screen, f'regress_{name.lower()}.png')
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soft_frames[name] = r.last_frame.copy()
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print(f'{name:8} OK frame={ms:6.0f}ms instances={len(r.cache.instances):4} '
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f'lights={len(r.cache.dirlights)}+amb handler-errors={herrs}')
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except Exception:
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ok = False
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print(f'{name:8} FAIL')
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traceback.print_exc()
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# ---- GPU backend pass (moderngl, headless standalone context) ----------
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# Same scenes through vrview_gl.GLRenderer: PNG each, sustained-frame
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# timing (VBOs cached after frame 1), and a mean-abs-diff sanity check
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# against the software reference at the same resolution.
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try:
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from vrview_gl import GLRenderer
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g = GLRenderer() # native 832x512 target res
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print(f'-- GL backend: {g.ctx.info["GL_RENDERER"]} {g.w}x{g.h} --')
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for name, path, upto in SCENES:
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if not os.path.exists(path):
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continue
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try:
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board, _ = replay(path, upto)
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board._view = g
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g.cache = type(g.cache)()
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g.frame = 0; g.skip = 1
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g.draw(board) # frame 1: VBO/texture upload
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t0 = time.perf_counter(); N = 20
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for _i in range(N): # sustained: uniforms only
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g.skip = 1
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g.draw(board)
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ms = (time.perf_counter() - t0) * 1000 / N
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arr = g.last_frame
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pgs = g.pygame.image.frombuffer(arr.tobytes(), (g.w, g.h), 'RGB')
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g.pygame.image.save(pgs, f'regress_gl_{name.lower()}.png')
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diff = ''
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sf = soft_frames.get(name)
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if sf is not None:
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import pygame as _pg
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small = _pg.transform.smoothscale(pgs, (sf.shape[1], sf.shape[0]))
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sa = np.transpose(_pg.surfarray.array3d(small), (1, 0, 2))
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diff = (f' diff-vs-soft='
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f'{np.abs(sf.astype(int) - sa.astype(int)).mean():.1f}/255')
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print(f'{name:8} GL frame={ms:6.1f}ms ({1000/max(ms,1e-3):5.0f}fps)'
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f'{diff}')
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except Exception:
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ok = False
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print(f'{name:8} GL FAIL')
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traceback.print_exc()
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except Exception as e:
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print(f'-- GL backend unavailable ({e}) -- skipped --')
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# sect_vector self-test on SHARKS: ray from the camera into the fish cluster
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board, _ = replay('cap8.raw.bin', 2000)
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board._view = r
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r.cache = type(r.cache)()
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reply = board.handle_sect_test = None
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p = struct.pack('<4f6f', 0, 0, 0, 0, 0, 5, 5, -460, 380, -430)
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rep = board.do_sect_vector(p)
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act, = struct.unpack_from('<I', rep, 4),
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h = struct.unpack_from('<I', rep, 8)[0]
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print(f'sect_vector(camera -> fish cluster): instance handle {h:#x} '
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f'({"HIT" if h else "miss"})')
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p2 = struct.pack('<4f6f', 0, 0, 0, 0, 0, 5, 5, 0, 5000, 5)
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h2 = struct.unpack_from('<I', board.do_sect_vector(p2), 8)[0]
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print(f'sect_vector(straight up): {h2:#x} '
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f'(hit = ocean surface overhead, correct underwater)')
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# sect_pixel through the crosshair
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p3 = struct.pack('<4f2f', 0, 0, 0, 0, 416.0, 256.0) # board-pixel center
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h3 = struct.unpack_from('<I', board.do_sect_pixel(p3), 8)[0]
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print(f'sect_pixel(center 416,256): {h3:#x}')
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# statistics
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rep = board.do_statistics(b'')
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act, val = struct.unpack_from('<II', rep, 4)
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print(f'statistics reply: action={act} value={val} '
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f'({"OK" if act == 15 and val == 1 else "BAD"})')
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# get_geom_vertices (0x18): read back the ocean quad and verify bytes
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gh = next(iter(board.uploads))
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req = struct.pack('<10I', gh, 0, 0, 0, 0, 0, 0, 0, 0, 0)
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rep = board.do_get_geom_vertices(req)
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got = bytearray()
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off = 0
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while off < len(rep):
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lw, act2 = struct.unpack_from('<II', rep, off)
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n = lw & 0xffff
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got += rep[off + 8: off + 4 + n]
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off += 4 + n
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orig = bytes(board.uploads[gh][-1]['data'])
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print(f'get_geom_vertices({gh:#x}): {len(got)}B read back, '
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f'matches upload = {bytes(got[:len(orig)]) == orig}')
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# readpixels self-test (needs a rendered frame)
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board2, _ = replay('cap8.raw.bin', 100)
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board2._view = r
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r.cache = type(r.cache)()
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r.frame = 0; r.skip = 1
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r.draw(board2)
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rep = board2.do_readpixels(struct.pack('<3I', 10, 10, 100))
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board2._view = None
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frags = 0; off = 0; total = 0
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while off < len(rep):
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lw, act3 = struct.unpack_from('<II', rep, off)
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n = lw & 0xffff
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frags += 1; total += n - 4
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off += 4 + n
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print(f'readpixels(10,10,100): {frags} fragment(s), {total}B pixel data '
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f'({"OK" if total == 400 else "BAD"})')
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print('regression', 'PASSED' if ok else 'FAILED')
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if __name__ == '__main__':
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main()
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