One scene, wide: songs against seeds
Six thumbnails is enough to rank sixty-eight scenes and far too few to study one. Worse, six songs at one seed each confounds the two inputs: a scene whose frames are interchangeable might be ignoring the identity or ignoring the music, and the library gallery cannot say which. So a scene's name in the gallery now opens it on a grid — songs down, seeds across, up to every song in the bank by ten draws. Buttons pick the size and walk onto a fresh block of seeds, which is a much better answer to "is it flat or was that ten unlucky rolls" than staring at the same ten. The state lives in the URL, so every button is also a back button. Three scores rather than one, and the two new ones are the diagnosis: ACROSS SEEDS is the same song with a different draw, so low means the scene ignores the identity; ACROSS SONGS is the same draw against different music, so low means it ignores the song. They point at different fixes. The closest pair is outlined, because at 170 cells no eye is finding it. The first version hashed the song name into the seed so a column would not be one roll repeated down the grid. It reads better and measures nothing: with the seed varying on both axes the two scores are the same comparison, and they came back within 0.001 of each other for every scene tried. A column holds its seed fixed now, which is what makes it attributable to the music — and the scores separate, with the seed moving every scene tried more than the song does. 170 cells in 9s. The songs are the slow part and are analysed one at a time so the count moves, then cached for the session. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
+257
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@@ -72,6 +72,35 @@
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padding: 0 8px; color: #ef4444; font-size: 11px; letter-spacing: .04em;
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}
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@media (max-width: 1100px) { .thumbs { grid-template-columns: repeat(3, 1fr); } }
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/* ---- single-scene sweep --------------------------------------------- */
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.name a { color: inherit; text-decoration: none; border-bottom: 1px dotted #3a4256; }
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.name a:hover { color: #7dd3fc; }
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.btns { display: inline-flex; gap: 4px; margin-left: 4px; }
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.btns button.on { border-color: #7dd3fc; color: #7dd3fc; }
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.sweep { display: grid; gap: 5px; align-items: center; margin-top: 8px; }
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.sweep .colhead { font-size: 10px; color: #565f70; text-align: center; }
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.sweep .rowlabel {
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font-size: 11px; color: #8b94a7; text-align: right;
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padding-right: 8px; white-space: nowrap;
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}
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.sweep .cell { position: relative; line-height: 0; }
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.sweep canvas {
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width: 100%; display: block; background: #05070a;
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border-radius: 2px; aspect-ratio: 16 / 9;
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}
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/* The two cells that measured closest — on a grid this wide they are the
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only pair an eye has no chance of finding on its own. */
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.sweep .cell.twin canvas { outline: 2px solid #ef4444; outline-offset: 1px; }
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.sweep .cell.twin::after {
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content: 'twin'; position: absolute; top: 2px; left: 3px;
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font-size: 9px; color: #ef4444; line-height: 1;
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}
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.axes { display: flex; gap: 18px; flex-wrap: wrap; margin: 10px 0 2px; }
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.axes div { font-size: 12px; }
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.axes b { color: #e6eaf2; font-weight: normal; }
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.axes .weak b { color: #ef4444; }
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.axes small { color: #6b7280; display: block; font-size: 11px; }
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</style>
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</head>
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<body>
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@@ -87,31 +116,50 @@
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each other: the highest-scoring scenes are often a few bright elements on
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black, which is varied and thin to watch on its own. Those are
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<em>composable</em> — they are meant to sit on top of a <em>canvas</em>.
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<strong>Click a scene's name</strong> to open it on its own, across a much
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wider grid of songs and seeds — six frames ranks a library and is far too
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few to study one scene.
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<a href="/debug.html">← all debug tools</a>
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</p>
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<div class="bar" id="bar">
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<span class="spinner"></span>
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<button id="rebuild">rebuild</button>
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<select id="sort">
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<option value="variety">sort: least varied first</option>
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<option value="name">sort: by name</option>
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<option value="family">sort: by family</option>
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<option value="coverage">sort: sparsest first</option>
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</select>
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<span id="libctl">
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<button id="rebuild">rebuild</button>
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<select id="sort">
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<option value="variety">sort: least varied first</option>
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<option value="name">sort: by name</option>
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<option value="family">sort: by family</option>
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<option value="coverage">sort: sparsest first</option>
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</select>
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</span>
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<span id="sweepctl" hidden>
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<button id="back">← all scenes</button>
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<select id="scenesel"></select>
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<span class="btns" id="sizes"></span>
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<span class="btns">
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<button id="prevseeds" title="the same grid on the previous block of seeds">← seeds</button>
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<button id="nextseeds" title="the same grid on the next block of seeds — the answer to "is it flat, or was that ten unlucky draws"">seeds →</button>
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<button id="rerender" title="render this grid again">re-render</button>
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</span>
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</span>
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<span id="status">checking cache…</span>
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<div class="ctx" id="ctx"></div>
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<div id="progress"><i></i></div>
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</div>
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<div id="sweepinfo"></div>
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<div id="out"></div>
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<script type="module">
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import { buildGallery, galleryContexts, THUMB, MIN_VARIETY } from '/src/checks/gallery.js';
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import { buildGallery, galleryContexts, THUMB, MIN_VARIETY, blit } from '/src/checks/gallery.js';
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import {
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sourceFingerprint, loadGallery, saveGallery, clearGallery,
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pixelsToBlob, blobToCanvas,
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} from '/src/checks/gallery-cache.js';
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import { sweepGrid, sweepScene, prepareSongs, SWEEP_SIZES } from '/src/checks/scene-sweep.js';
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import { Engine } from '/src/engine/Engine.js';
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import { scenes } from '/src/scenes/registry.js';
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const bar = document.getElementById('bar');
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const out = document.getElementById('out');
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@@ -153,7 +201,7 @@ function draw() {
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.map(([k, v]) => `${k} ${v.toFixed(3)}`).join(' · ');
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el.innerHTML = `
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<div class="head">
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<span class="name">${row.name}</span>
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<span class="name"><a href="?scene=${encodeURIComponent(row.name)}" title="open this one on a wide grid of songs and seeds">${row.name}</a></span>
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<span class="fam">${row.family}${row.role === 'accent' ? ' · accent' : ''}</span>
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<span class="surf ${row.surface}" title="paints ${((row.coverage || 0) * 100).toFixed(0)}% of the frame">${row.surface || '?'} ${((row.coverage || 0) * 100).toFixed(0)}%</span>
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<span class="score">
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@@ -244,7 +292,207 @@ async function build(fingerprint) {
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window.__GALLERY__ = rows.map((r) => ({ name: r.name, variety: r.variety, error: r.error }));
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}
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// ---- single-scene sweep -------------------------------------------------
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// One scene over a grid of songs (rows) and seeds (columns). See
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// src/checks/scene-sweep.js for what the two axes are for.
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const sweepInfo = document.getElementById('sweepinfo');
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const sceneSel = document.getElementById('scenesel');
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const sizesEl = document.getElementById('sizes');
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/** The sweep's whole state lives in the URL, so every button is a back button. */
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function sweepState() {
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const p = new URLSearchParams(location.search);
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return {
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scene: p.get('scene'),
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songs: Number(p.get('songs')) || 6,
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seeds: Number(p.get('seeds')) || 6,
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offset: Number(p.get('offset')) || 0,
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};
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}
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function goSweep(patch) {
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const next = { ...sweepState(), ...patch };
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const p = new URLSearchParams({
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scene: next.scene, songs: next.songs, seeds: next.seeds, offset: next.offset,
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});
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history.pushState(null, '', `?${p}`);
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renderSweep();
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}
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let sweepRun = 0; // cancels an in-flight grid when the buttons move on
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async function renderSweep() {
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const state = sweepState();
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const module = scenes.find((m) => m.name === state.scene);
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const run = ++sweepRun;
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document.getElementById('libctl').hidden = true;
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document.getElementById('sweepctl').hidden = false;
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document.getElementById('ctx').innerHTML = '';
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out.innerHTML = '';
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// The page's own lede describes the library view, which is the wrong thing
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// to be reading over a grid of one scene.
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document.querySelector('.lede').innerHTML =
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'One visualizer over a grid of songs and seeds. <strong>Rows are songs</strong> — ' +
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'different audio, so different features, sections and biases. ' +
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'<strong>Columns are seeds</strong> — the same audio with a different roll of ' +
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'the identity, palette and parameters. A flat row means the seed does nothing ' +
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'here; a flat column means the song does nothing; the two scores below say ' +
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'which. Frames are the busiest section of each look, where scenes are most ' +
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'likely to converge. <a href="?">← all scenes</a> · ' +
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'<a href="/debug.html">all debug tools</a>';
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if (!module) {
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sweepInfo.innerHTML = `<p class="err">no scene named "${state.scene}"</p>`;
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return;
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}
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sceneSel.value = module.name;
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for (const b of sizesEl.children) {
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b.classList.toggle('on', Number(b.dataset.songs) === state.songs
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&& Number(b.dataset.seeds) === state.seeds);
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}
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bar.classList.add('building');
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status.className = '';
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sweepInfo.innerHTML = '';
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// Analysed one at a time so the count moves; cached, so only the first grid
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// of a session waits for it.
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await prepareSongs(state.songs, (done, total, name) => {
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status.textContent = `${module.name}: analysing songs ${done}/${total} · ${name}`;
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progress.style.width = `${(done / total) * 100}%`;
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});
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if (run !== sweepRun) return;
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const { cells, songNames, seedLabels } = sweepGrid({
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songs: state.songs, seeds: state.seeds, seedOffset: state.offset,
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});
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if (run !== sweepRun) return;
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// The grid is laid out before anything is rendered, so the shape of what is
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// coming is visible immediately and each cell fills in where it belongs.
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const grid = document.createElement('div');
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grid.className = 'sweep';
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grid.style.gridTemplateColumns = `auto repeat(${seedLabels.length}, 1fr)`;
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grid.appendChild(document.createElement('span'));
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for (const label of seedLabels) {
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const h = document.createElement('span');
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h.className = 'colhead';
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h.textContent = label;
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grid.appendChild(h);
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}
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const canvases = [];
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cells.forEach((cell, i) => {
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if (i % seedLabels.length === 0) {
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const label = document.createElement('span');
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label.className = 'rowlabel';
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label.textContent = cell.song;
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grid.appendChild(label);
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}
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const holder = document.createElement('span');
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holder.className = 'cell';
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const canvas = document.createElement('canvas');
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canvas.width = THUMB.width; canvas.height = THUMB.height;
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holder.title = `${cell.name} · seed ${cell.seed}\n${cell.identity}`;
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holder.appendChild(canvas);
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grid.appendChild(holder);
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canvases.push({ canvas, holder });
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});
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out.appendChild(grid);
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const started = Date.now();
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const engine = new Engine({ ...THUMB });
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let result;
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try {
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result = await sweepScene({
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engine, module, cells,
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onCell: async (i, total, pixels) => {
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if (run !== sweepRun) return;
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blit(canvases[i].canvas, pixels, THUMB.width, THUMB.height);
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status.textContent = `${module.name}: ${i + 1}/${total} cells`;
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progress.style.width = `${((i + 1) / total) * 100}%`;
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// Yield every row, so the grid fills in visibly instead of
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// freezing the page for a hundred and seventy renders.
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if (i % seedLabels.length === seedLabels.length - 1) {
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await new Promise((r) => setTimeout(r, 0));
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}
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},
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});
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} finally {
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engine.dispose();
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}
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if (run !== sweepRun) return;
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if (result.closest) {
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canvases[result.closest.a].holder.classList.add('twin');
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canvases[result.closest.b].holder.classList.add('twin');
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}
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// Three numbers rather than one: which AXIS is flat is the thing the
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// library gallery cannot tell you, and it decides what to go and fix.
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const weak = (v) => (v < MIN_VARIETY ? ' weak' : '');
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const twin = result.closest
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? `${cells[result.closest.a].name} ≈ ${cells[result.closest.b].name} at ${result.closest.distance.toFixed(3)}`
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: '—';
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sweepInfo.innerHTML = `
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<div class="axes">
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<div class="${weak(result.variety)}">overall <b>${result.variety.toFixed(3)}</b>
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<small>every cell against every other · bar ${MIN_VARIETY}</small></div>
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<div class="${weak(result.bySeed)}">across seeds <b>${result.bySeed.toFixed(3)}</b>
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<small>same song, different draw — low means the scene ignores the identity</small></div>
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<div class="${weak(result.bySong)}">across songs <b>${result.bySong.toFixed(3)}</b>
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<small>same draw, different music — low means the scene ignores the song</small></div>
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<div>closest pair <b>${twin}</b>
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<small>outlined in the grid</small></div>
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</div>
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<div class="blocks">${Object.entries(result.byBlock)
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.map(([k, v]) => `${k} ${v.toFixed(3)}`).join(' · ')}</div>`;
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bar.classList.remove('building');
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status.textContent = `${module.name} · ${cells.length} cells ` +
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`(${songNames.length} songs × ${seedLabels.length} seeds, from ${seedLabels[0]}) ` +
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`in ${((Date.now() - started) / 1000).toFixed(0)}s`;
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window.__SWEEP__ = {
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scene: module.name, variety: result.variety,
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bySeed: result.bySeed, bySong: result.bySong,
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};
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}
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function initSweepControls() {
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// Alphabetical, not registry order: the registry is chronological — the
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// order scenes were added — which is meaningless to anyone hunting for one
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// by name in a list of sixty-seven.
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sceneSel.innerHTML = scenes.filter((m) => m.kind === 'fragment')
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.map((m) => m.name).sort((a, b) => a.localeCompare(b))
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.map((name) => `<option value="${name}">${name}</option>`).join('');
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sceneSel.addEventListener('change', () => goSweep({ scene: sceneSel.value, offset: 0 }));
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sizesEl.innerHTML = SWEEP_SIZES.map((s) =>
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`<button data-songs="${s.songs}" data-seeds="${s.seeds}" ` +
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`title="${s.songs} songs × ${s.seeds} seeds = ${s.songs * s.seeds} renders">${s.label}</button>`).join('');
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sizesEl.addEventListener('click', (e) => {
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const b = e.target.closest('button');
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if (b) goSweep({ songs: Number(b.dataset.songs), seeds: Number(b.dataset.seeds) });
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});
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document.getElementById('nextseeds').addEventListener('click',
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() => goSweep({ offset: sweepState().offset + sweepState().seeds }));
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document.getElementById('prevseeds').addEventListener('click',
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() => goSweep({ offset: Math.max(0, sweepState().offset - sweepState().seeds) }));
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document.getElementById('rerender').addEventListener('click', renderSweep);
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document.getElementById('back').addEventListener('click', () => { location.search = ''; });
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window.addEventListener('popstate', renderSweep);
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}
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async function main() {
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if (sweepState().scene) {
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initSweepControls();
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await renderSweep();
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return;
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}
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const fingerprint = sourceFingerprint();
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const cached = await loadGallery(fingerprint);
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Reference in New Issue
Block a user