music-video-gen/flow-state/tools/lint-scenes.js
Dejvino b1e58a6603 A focus: somewhere for a full-frame field to be about, tried on Voronoi
Edge-to-edge textures have no composition to vary. Two songs of Voronoi Shatter
measured 0.004 apart in the layout block, and that was honest rather than a
metric failure — the cells changed and the arrangement did not, because there
was no arrangement.

So the identity now decides a FOCUS: one to three points, a reach, and a pull
that either draws the field in and densifies it or opens a void. The points come
off the same lattice everything else is placed on, so a scene using them is
composing in the song's terms rather than inventing a centre of its own.
focusField and focusWarp are in the contract, available to any field scene that
wants somewhere to be about.

Voronoi Shatter is the pilot. It tiles in the warped coordinate, so cells crowd
toward the focus or pull away from it, and its seams tighten where the field
gathers so the effect reads as a change in the shatter rather than a brightness
blob laid over one. 0.0463 to 0.0588, comfortably clear of the bar.

It did NOT work the way the hypothesis said. The gain is in orientation, 0.140
to 0.194, and in texture; the layout block moved from 0.004 to 0.007, which is
still nothing. Warping where the cells sit changes what they look like without
changing where the energy is, because the field still covers the frame corner to
corner. Layout stays blind to this family until a field is allowed to actually
fall away from its focus and stop being full-frame — which is a bigger change to
what these scenes are, and worth deciding rather than sliding into.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:39:35 +02:00

366 lines
18 KiB
JavaScript

#!/usr/bin/env node
// Static gates that don't need a GPU:
//
// 1. Determinism grep — no wall-clock or unseeded randomness in engine/scene code.
// 2. Scene schema lint — the params block and the shader source must agree,
// in BOTH directions. A declared param that no shader reads is dead weight;
// a uniform the shader reads that nothing declares is a silent zero, which
// is the single most annoying way for a scene to look subtly wrong.
//
// Run: npm run lint:scenes
import { readdirSync, readFileSync, statSync } from 'fs';
import { join, relative, dirname } from 'path';
import { fileURLToPath, pathToFileURL } from 'url';
const root = join(dirname(fileURLToPath(import.meta.url)), '..');
const SRC = join(root, 'src');
let failures = 0;
const fail = (msg) => { console.error(`${msg}`); failures++; };
const ok = (msg) => console.log(`${msg}`);
function walk(dir, out = []) {
for (const entry of readdirSync(dir)) {
const full = join(dir, entry);
if (statSync(full).isDirectory()) walk(full, out);
else if (entry.endsWith('.js')) out.push(full);
}
return out;
}
// ---------------------------------------------------------------- grep gate
const FORBIDDEN = [
{ pattern: /\bMath\.random\s*\(/, name: 'Math.random()', why: 'use Rng — unseeded randomness breaks reproducibility' },
{ pattern: /\bperformance\.now\s*\(/, name: 'performance.now()', why: 'use Timeline — wall clock breaks preview/export parity' },
{ pattern: /\bDate\.now\s*\(/, name: 'Date.now()', why: 'use Timeline' },
{ pattern: /\bnew Date\s*\(/, name: 'new Date()', why: 'use Timeline' },
];
// Directories whose output must be a pure function of (seed, params, frame).
const DETERMINISTIC_DIRS = ['engine', 'scenes', 'look', 'audio', 'params'];
// Files legitimately allowed a wall clock: perf measurement, not image content.
const ALLOWED = new Set(['engine/perf.js']);
console.log('\ndeterminism grep');
{
let checked = 0;
for (const dir of DETERMINISTIC_DIRS) {
const full = join(SRC, dir);
let files;
try { files = walk(full); } catch { continue; }
for (const file of files) {
const rel = relative(SRC, file).replace(/\\/g, '/');
if (ALLOWED.has(rel)) continue;
checked++;
const source = readFileSync(file, 'utf8');
const lines = source.split('\n');
lines.forEach((line, i) => {
if (/^\s*(\/\/|\*)/.test(line)) return; // comments may name them
for (const f of FORBIDDEN) {
if (f.pattern.test(line)) fail(`${rel}:${i + 1} uses ${f.name}${f.why}`);
}
});
}
}
if (!failures) ok(`${checked} files clean of wall-clock and unseeded randomness`);
}
// ------------------------------------------------------------- scene lint
const CONTRACT_UNIFORMS = new Set([
'u_resolution', 'u_aspect', 'u_pixelScale', 'u_time', 'u_frame', 'u_progress',
'u_seed', 'u_opacity', 'u_colors', 'u_colorCount', 'u_prev', 'u_hasPrev',
'u_loudness', 'u_rms', 'u_bandSub', 'u_bandLow', 'u_bandMid', 'u_bandHigh',
'u_bandAir', 'u_flux', 'u_centroid', 'u_flatness', 'u_width', 'u_beat',
'u_beatPhase', 'u_barPhase', 'u_phrasePhase', 'u_sectionProgress',
'u_sectionEnergy', 'u_buildSlope',
'u_sigSides', 'u_sigRound', 'u_sigElong', 'u_sigTilt',
'u_sigDrift', 'u_sigSway', 'u_sigSwayRate', 'u_sigSpin', 'u_sigBreathe',
'u_sigHorizon', 'u_sigDepth', 'u_sigWash',
'u_sigLine', 'u_sigSoft', 'u_sigTexture', 'u_sigFold',
'u_sigFrameScale', 'u_sigFrameShift',
// The identity artifacts. See look/Identity.js. A scene reads these through
// castMain/inkMask/stageNode rather than directly, but a migrated scene may
// legitimately branch on one — Prism Bloom takes its facet count from the
// cast's side count — so they belong in the contract set.
'u_castSides', 'u_castRound', 'u_castElong', 'u_castTilt',
'u_castNotchN', 'u_castNotchD', 'u_castHollow',
'u_chorusSides', 'u_chorusRound', 'u_chorusElong', 'u_chorusTilt',
'u_chorusNotchN', 'u_chorusNotchD', 'u_chorusHollow',
'u_inkWeight', 'u_inkEdge', 'u_inkFill', 'u_inkHatchAngle',
'u_inkHatchScale', 'u_inkOutline', 'u_inkPosterize',
'u_latKind', 'u_latJitter', 'u_latSpread',
'u_latScaleSpread', 'u_latScaleBias', 'u_latScale',
'u_focusN', 'u_focusR', 'u_focusPull',
]);
/**
* What counts as honouring a personality trait, in shader source.
*
* The disqualification rule in look/Personality.js is only as good as these
* declarations: a scene that claims `shape` and draws circles anyway will be
* cast in the hexagon video and be the one shot that looks filmed elsewhere.
* So the claim is machine-checked against the source rather than trusted.
*/
// A scene that draws the song's CAST is expressing `shape` more completely than
// sigShape ever did — the form is the subject rather than a hint applied to one
// — so castMain/castChorus count as evidence.
//
// The INK counts under `style` too, but only since surface treatment moved out
// of the scenes. It did not when the two were independent — an earlier version
// listed it here, Eclipse Field claimed a trait it had stopped honouring, and
// the runtime gate caught it. What changed is that sigGrain went to the post
// chain and sigEdge became inkStroke, leaving the trait with nothing of its own
// to express, so inkStroke and inkMask now read u_sigLine and u_sigSoft
// directly. A scene drawing in the song's hand honours the track's line weight
// by construction, and the runtime probe confirms it rather than taking it on
// trust.
//
// The same idea as TRAIT_EVIDENCE, for the identity artifacts: a scene that
// declares it consumes the cast has to actually draw it. Without this,
// `consumes` is a comment, and the migration becomes unverifiable the moment it
// is more than a handful of files.
const ARTIFACT_EVIDENCE = {
cast: /\bcast(Main|Chorus|SDF|Form)\s*\(/,
ink: /\bink(Mask|Value|Pattern|Stroke)\s*\(/,
staging: /\b(stageNode|stageScale)\s*\(/,
};
const TRAIT_EVIDENCE = {
shape: /\b(sig(Shape|Form)|cast(Main|Chorus|SDF|Form))\s*\(/,
camera: /\bsigCamera\s*\(/,
space: /\b(sigHorizonY|sigAir)\s*\(|\bu_sig(Horizon|Depth|Wash)\b/,
style: /\b(sigEdge|sigGrain|sigFolded|ink(Mask|Stroke|Value|Pattern))\s*\(|\bu_sig(Line|Soft|Texture|Fold)\b/,
};
// Every shader in this project lives inside a JS template literal, so a
// backtick anywhere in one silently closes it. Three times now that has cost a
// debugging round: twice in the preamble, where it produced a check page that
// hung on "starting…" with an empty console, and once in a scene, where at
// least the module failed to parse loudly. A GLSL comment is the natural place
// to reach for backticks when quoting a param name, which is exactly why this
// keeps happening.
//
// Checked across the contract AND every scene, since the scene case is the one
// a mechanical pass over sixty files will keep reintroducing.
console.log('\nshader literals');
{
const targets = [join(SRC, 'engine/shader-contract.js'), ...walk(join(SRC, 'scenes'))];
let clean = 0;
for (const file of targets) {
const src = readFileSync(file, 'utf8');
const rel = relative(SRC, file).replace(/\\/g, '/');
// Every template literal in the file, then the lines inside them that
// carry a backtick without being an interpolation.
const stray = [];
const rx = /`([\s\S]*?)`/g;
let m;
while ((m = rx.exec(src)) !== null) {
if (!/\bvec4 scene|precision highp|void main/.test(m[1])) continue;
for (const line of m[1].split('\n')) {
if (line.includes('`') && !line.includes('${')) stray.push(line);
}
}
// A shader body that swallowed a closing backtick shows up as an
// unbalanced count across the file.
const ticks = (src.match(/`/g) || []).length;
if (stray.length || ticks % 2 !== 0) {
fail(`${rel}: backtick inside a shader literal — it closes the string` +
(stray.length ? `:\n${stray.map((l) => ` ${l.trim()}`).join('\n')}` : ''));
} else clean++;
}
if (clean === targets.length) ok(`${clean} shader literals balanced, no stray backticks`);
}
console.log('\nscene schema lint');
{
const { scenes, FAMILIES } = await import(pathToFileURL(join(SRC, 'scenes/registry.js')).href);
const { validateModule } = await import(pathToFileURL(join(SRC, 'params/schema.js')).href);
if (!scenes.length) fail('no scenes registered');
const seenNames = new Set();
for (const module of scenes) {
const id = module.name || '<unnamed>';
for (const err of validateModule(module)) fail(err);
if (seenNames.has(id)) fail(`duplicate scene name '${id}'`);
seenNames.add(id);
if (module.family && !FAMILIES[module.family]) {
fail(`${id}: unknown family '${module.family}'`);
}
if (module.kind !== 'fragment') {
// 3D modules honour traits in JS, against the `personality` handed
// to update(); there is no shader source to grep, so the evidence
// check is just that they read it at all.
if ((module.traits || []).length && !/personality/.test(String(module.update))) {
fail(`${id}: declares traits but update() never reads \`personality\``);
}
continue;
}
const src = module.shader || '';
// Comment-free copy for rules that ask "does the code do X". A scene
// that mentions prev() in a comment explaining why it does NOT rely on
// prev() should not be failed for relying on prev().
const code = src.replace(/\/\*[\s\S]*?\*\//g, '').replace(/\/\/[^\n]*/g, '');
const declared = new Map();
for (const [name, def] of Object.entries(module.params || {})) {
if (def.uniform) declared.set(def.uniform, name);
}
// Collision with the shader contract. A param that reuses a contract
// uniform name (u_width, u_time, u_seed...) is a GLSL redefinition error,
// and the whole scene renders as a black frame with no other symptom.
for (const [uniform, param] of declared) {
if (CONTRACT_UNIFORMS.has(uniform)) {
fail(`${id}: param '${param}' uses '${uniform}', which the shader ` +
`contract already declares — pick another name`);
}
}
// Direction 1: every declared uniform is actually read by the shader.
for (const [uniform, param] of declared) {
const used = new RegExp(`\\b${uniform}\\b`).test(src);
if (!used) fail(`${id}: param '${param}' declares ${uniform}, but the shader never reads it`);
}
// Direction 2: every u_* the shader reads is declared somewhere.
const referenced = new Set(src.match(/\bu_[A-Za-z0-9_]+\b/g) || []);
for (const uniform of referenced) {
if (CONTRACT_UNIFORMS.has(uniform)) continue;
if (declared.has(uniform)) continue;
fail(`${id}: shader reads ${uniform}, which no param declares (it will silently be 0)`);
}
// Personality traits: declaring one is a promise to express it.
for (const trait of module.traits || []) {
const evidence = TRAIT_EVIDENCE[trait];
if (evidence && !evidence.test(src)) {
fail(`${id}: declares trait '${trait}' but the shader never uses it — ` +
`either express it or drop the claim, or the scene will be cast ` +
`in tracks built on something it ignores`);
}
}
for (const artifact of module.consumes || []) {
const evidence = ARTIFACT_EVIDENCE[artifact];
if (evidence && !evidence.test(src)) {
fail(`${id}: declares it consumes '${artifact}' but the shader never calls it — ` +
`an artifact that is declared and ignored is worse than one that is ` +
`not declared, because the casting code will believe it`);
}
}
// The reverse: using an artifact without declaring it hides the scene
// from the migration status report and from anything that selects on
// capability later.
for (const [artifact, evidence] of Object.entries(ARTIFACT_EVIDENCE)) {
if (evidence.test(src) && !(module.consumes || []).includes(artifact)) {
fail(`${id}: uses the '${artifact}' artifact but does not declare it in \`consumes\``);
}
}
// A dead camera: `p = sigCamera(p)` and then nothing reads p again.
// This passed the evidence grep above, passed review, and shipped — the
// Phase 9 render gate later measured the scene's response to the camera
// at exactly zero. Cheaper to catch here than on a GPU.
const cameraAssign = code.match(/(\w+)\s*=\s*sig(?:Camera|Folded)\s*\([^;]*\);/);
if (cameraAssign) {
const target = cameraAssign[1];
const after = code.slice(code.indexOf(cameraAssign[0]) + cameraAssign[0].length);
const reads = new RegExp(`\\b${target}\\b`).test(after);
if (!reads) {
fail(`${id}: assigns sigCamera to '${target}' and never reads it again — ` +
`the trait is declared but the image cannot change`);
}
}
// A scene whose only content is the previous frame is black on its first
// frames and different after a seek than after playback.
if (/\bprev\s*\(/.test(code)) {
const bodyBeforePrev = code.slice(0, code.search(/\bprev\s*\(/));
if (!/\b(pal|palRamp|fbm|vnoise|hash1[12])\s*\(/.test(bodyBeforePrev)) {
fail(`${id}: reads prev() without generating a base image first — ` +
`it will be black until feedback converges and will not survive a seek`);
}
}
// Loop cost. GLSL needs a constant bound, so the pattern here is a
// generous fixed bound plus an early break on the param that actually
// decides the count — that break is what keeps the cost proportional to
// what the look asked for. A big bound WITHOUT one runs every iteration
// on every pixel at 4K, which the budget check will catch on a GPU and
// this catches in a second.
for (const loop of code.matchAll(/for\s*\(\s*int\s+\w+\s*=\s*0\s*;\s*\w+\s*<\s*(\d+)[^)]*\)/g)) {
const bound = Number(loop[1]);
const body = code.slice(code.indexOf(loop[0]) + loop[0].length, code.indexOf(loop[0]) + loop[0].length + 600);
const breaksEarly = /\bbreak\s*;/.test(body);
// Opt-out for a genuinely fixed-cost loop — sampling a curve at a
// fixed resolution has nothing to break on. The author states it,
// and the measured 4K budget check still governs.
const at = src.indexOf(loop[0].replace(/\s+/g, ' ')) >= 0
? src.indexOf(loop[0].replace(/\s+/g, ' '))
: src.search(new RegExp(`for\\s*\\(\\s*int\\s+\\w+\\s*=\\s*0\\s*;\\s*\\w+\\s*<\\s*${bound}\\b`));
const optOut = at >= 0 && /\/\/\s*lint:\s*fixed-cost/.test(
src.slice(Math.max(0, at - 220), at));
if (optOut) continue;
if (bound > 64) {
fail(`${id}: fixed loop bound ${bound} is too large whatever it breaks on`);
} else if (bound > 16 && !breaksEarly) {
fail(`${id}: loop of ${bound} with no early break — bound it on the param ` +
`(\`if (i >= u_count) break;\`) so the cost follows what the look asked for`);
}
}
// Rate params: anything the shader multiplies absolute time by must be
// flagged `rate: true`, which stops reactivity and drift from touching it.
// Modulating such a param jumps the phase by elapsed*delta — sixty seconds
// in, a wobble of 0.05 throws the phase by three units between frames.
// That measured as 6 flashes/second on Classic Wave, twice the WCAG 2.3.1
// ceiling, and it gets worse the longer the track runs.
const timeProducts = [
...src.matchAll(/u_time\s*\*\s*(u_[A-Za-z0-9_]+)/g),
...src.matchAll(/(u_[A-Za-z0-9_]+)\s*\*\s*u_time/g),
];
for (const match of timeProducts) {
const uniform = match[1];
const paramName = declared.get(uniform);
if (!paramName) continue;
if (!module.params[paramName].rate) {
fail(`${id}: '${paramName}' (${uniform}) multiplies u_time but is not marked ` +
`\`rate: true\` — reactivity or drift on it will cause phase jumps`);
}
}
// A scene with a palette param should actually use the palette helpers,
// otherwise the look generator cannot recolour it.
const hasPalette = Object.values(module.params || {}).some((d) => d.type === 'palette');
if (hasPalette && !/\b(pal|palRamp)\s*\(/.test(src)) {
fail(`${id}: declares a palette but never calls pal()/palRamp()`);
}
// Hardcoded saturated colours are the thing that made the party-stage
// shaders resist recolouring; flag the obvious cases.
const literalColors = src.match(/vec3\s*\(\s*[01]\.\d+\s*,\s*[01]\.\d+\s*,\s*[01]\.\d+\s*\)/g) || [];
const suspicious = literalColors.filter((c) => !/vec3\s*\(\s*0\.0*\s*,\s*0\.0*\s*,\s*0\.0*\s*\)/.test(c));
if (hasPalette && suspicious.length > 2) {
fail(`${id}: ${suspicious.length} hardcoded vec3 colour literals — use pal()`);
}
}
if (!failures) ok(`${scenes.length} scenes: schemas and shaders agree both ways`);
else console.log(` (${scenes.length} scenes checked)`);
}
console.log('');
if (failures) {
console.error(`FAILED — ${failures} problem${failures === 1 ? '' : 's'}\n`);
process.exit(1);
}
console.log('all static gates passed\n');