Commit Graph

2 Commits

Author SHA1 Message Date
Dejvino
14d1204e82 Make grain a treatment, tempo a governor, and params commit harder
Grain was in every video. It was added twice unconditionally — every scene
called sigGrain, and the grade added its own on top — so the only thing that
varied between two tracks was how much of it there was. That makes grain the
renderer's fingerprint rather than a decision about one video.

It is now described rather than dialled (look/grain.js): a mode (off /
constant / swell / sections / transient), a cell size in pixels, a refresh
rate in frames, a mask (uniform, shadows, highlights, edges, bands) and a
chroma amount. Roughly 45% of tracks get none at all. The non-constant modes
carry a per-frame envelope computed in Show._postAt from frame and features
only, so preview and export still agree. Scene-side grain is gated the same
way, and a module can decline it outright with `texture: 0` — crisp line work
should stay crisp. The post tab grew a real grain block so any of it can be
forced per track.

Slow songs got fast scenes. `motion` bias was mostly section energy with
tempo as a small correction, so a 70bpm track's drop asked for nearly as much
speed as a 150bpm one. Motion is now tempo-dominated, and every `rate: true`
param is additionally scaled by a per-track rateScale — measured, 84bpm now
samples its rate params at 0.276 of range against 148bpm's 0.571.

Parameter sampling also commits harder: extremity starts at 0.45 rather than
0.25 and shapes the draw more aggressively. This was first pushed to 0.82 and
backed off to 0.72, because the gates caught the overshoot — seeds began
collapsing onto the same range ends and a sparse scene sampled at its low end
rendered effectively black.

Fallout worth recording: turning the default grade grain off exposed two
scenes that were never really animating. Dust Chamber and Eclipse Field
passed the Phase 7 movement gate only because per-pixel noise was moving
underneath them; both now breathe on their own fixed clock, and Dust Chamber
needed a brightness floor as well. Four scenes (Classic Wave, Silk Ribbon,
Kaleido Tunnel, Slow Orb) express the style trait ONLY through grain and so
cannot opt out yet; they hold a reduced share at 0.35 pending real edge and
softness response.

Phase 3's look-space check now measures its closest pair relative to image
brightness, the same correction Phase 10 already documents for sparse scenes:
the absolute number was being propped up by grain rather than by look-space
width. Five new Phase 10 checks cover grain distribution, treatment variety,
envelope range, the texture opt-out, and tempo. 93/93 pass.

Two transport bugs, both stale state surfacing in the UI:

- Loading a track replaces audio.src, which stops playback silently, so
  state.playing stayed true and the play button stayed on pause — the first
  click after a track change only flipped the flag back. Added stopPlayback().
- The controls row wrapped mid-song because two readouts that change length
  while playing were sized by their content: the clock crossing ten minutes
  and the section label whenever a scene name is long or a crossfade appears.
  The clock is now fixed-width with tabular figures and the section label is
  the row's only flexible item, laying out at zero width and ellipsising into
  whatever space is left. The two spacers competed with it for that space and
  are gone; its own text-align does their job.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 07:04:27 +02:00
Dejvino
44e1826fcb Six more visualizers, built through the scaffolder
Seven per family now, 42 scenes. Each one exists because of the second
line of its header comment — what makes it different from the scenes it
sits beside — since "no two scenes render the same image" is a gate with a
numeric floor:

  Smoke Column (flow)        a plume with a source, a body and a
                             dissipating head. Everything moves one way and
                             widens; an isotropic field has no up.
  Cell Divide (organic)      a partition, not objects. Every pixel belongs
                             to a cell, boundaries are hard, no background.
  Eclipse Field (minimal)    the occluder nearly fills the frame and is not
                             the subject — the corona around it is. The
                             library's one high-contrast minimal scene.
  Girder Lattice (structural) the only scene whose subject is ABOVE the
                             camera; perspective converges downward.
  Quasicrystal (geometric)   five plane waves at incommensurate angles, so
                             the pattern has local symmetry and no tile,
                             no cell and no centre.
  Time Smear (glitch)        nothing is displaced. Each band shows the same
                             image at a different age — a slit-scan built
                             from one feedback buffer by giving each band
                             its own persistence.

The scaffolder produced six skeletons that passed lint and every gate
before a line of shader was written, and all six passed their per-scene
gate first time once written. That is what it was for.

Two real faults, both found by gates rather than by eye:

Cell Divide coloured each pixel by its nearest seed, and exactly on a tie
which seed is nearest comes down to the last bit of a distance. Two renders
disagreed by a whole palette step: 6/255 against a ceiling of 1, and it
also broke Phase 6's preview/export parity because that look casts it.
Blending the nearest tint with the runner-up across the membrane makes the
two answers agree in the limit — and reads better, as membranes rather than
cuts.

The lint's own "prev() with no base image" rule fired on a scene whose
comment explained why it does NOT rely on prev(). Rules that ask "does the
code do X" now run against a comment-stripped copy; the fixed-cost opt-out
still reads the original, since it is a comment.

Phase 6's parity tolerance goes from 1/255 to 2. Measured in order:
unprimed, the first pass differed on frames 0/2/3 — fixed earlier by
priming. Primed and isolated: 0/40 at delta 0, three times over. Primed,
range-warmed and run at the end of the full suite: three frames at delta 2.
The warm-up stays because it is correct, but the residue is GPU load, not
logic, and it is the same 1-2/255 Phases 5 and 7 already account for. A
real divergence scores in the tens.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 00:14:20 +02:00