Merge pull request 'feat(sim+engine): lock alteration calibration + fix psychedelic dark grade' (#8) from feature/lock-alteration-calibration into main
This commit was merged in pull request #8.
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@@ -273,12 +273,26 @@ calibration. The re-bake is a later offline-pipeline task.
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## 8. Open questions (for the plan, not blockers)
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- **Calibration curve shape** — the panel exposes the params; the final
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`DEFAULT_CALIBRATION` values are settled by eye, not fixed here.
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- **Grade vs. Left overlay interaction** — with a runtime overlay the grade need *not*
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tint the HUD (unlike the baked path); decide in the renderer whether the Left overlay
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sits above or below the grade. Default: **above** (HUD stays legible regardless of
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mood). Revisit by eye.
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- **Calibration curve shape** — **RESOLVED (session 0010, by eye).**
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`DEFAULT_CALIBRATION` is **locked** to unity gains + a linear variant map
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(`mood_gain=1.0`, `overlay_gain=1.0`, `right_variant_map=(0,1,2,3,4)`), as a
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deliberate choice: with the dark-grade fix below, full knob is peaceful on
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every axis (POC + sim), so full tilt = full look and the 5 notches map 1:1 to
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the 5 discrete Right bakes. This also closes the **session-0006** convention
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question — knobs run 0=off..4=max, equal Dark/Light = identity; no
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"centered at 2 = no push." Guarded by `test_default_calibration_is_locked`.
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- **Grade vs. Left overlay interaction** — **RESOLVED: overlay above the grade.**
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The simulator composites the Left HUD (SVG) above the mood grade and the cool
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tint, so the HUD stays legible regardless of mood. The Pi renderer should do
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the same.
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- **Dark-pole grade look** — **FIXED (session 0010).** The first by-eye pass found
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the sim's dark grade used a full-frame `hue-rotate(-200deg)`, which turned the
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rock orange and trees purple — the disorienting look rejected in 0008, not the
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peaceful POC `dark_frame`. Replaced with darken + slight desaturate on the video
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filter plus a `multiply`-blended deep-blue wash (`#tint`) that lifts shadows
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toward blue while preserving natural greens. The Pi renderer (later slice) will
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do proper grading; this matches the approved POC dark look closely enough to tune
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by eye in the sim.
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- **Crossfade timing in the browser** — a simple opacity crossfade is enough for tuning;
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the real timing engine is a later slice.
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- **Placeholder fidelity** — how close the strength-1–3 placeholders should look to real
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+19
-1
@@ -42,7 +42,25 @@ class Calibration:
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right_variant_map: tuple = (0, 1, 2, 3, 4)
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DEFAULT_CALIBRATION = Calibration()
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# The LOCKED calibration (session 0010, 2026-06-07) — settled by eye in the
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# simulator, closing the open session-0006 knob->strength decision. Convention:
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# every experience knob runs 0 = off .. 4 = max, and equal Dark/Light = identity
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# (raw footage); there is no "centered at 2 = no push" coordinate.
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# - mood_gain = 1.0: full Dark/Light knob reaches the full mood grade. By-eye
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# evidence (POC renders + sim, after the dark-grade fix this session) shows
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# full tilt is peaceful on every axis, so no softening is warranted.
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# - overlay_gain = 1.0: full Left = opacity 1.0; the HUD is legible, not
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# overwhelming, sitting above the grade.
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# - right_variant_map linear: the 5 knob notches map 1:1 onto the 5 discrete
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# pre-baked Right strengths (0 = raw base).
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# These are unity/linear by deliberate choice, not as placeholders. The curve
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# stays parameterized so a future re-bake or a different feel is one edit away;
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# test_default_calibration_is_locked guards the values from drifting silently.
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DEFAULT_CALIBRATION = Calibration(
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mood_gain=1.0,
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overlay_gain=1.0,
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right_variant_map=(0, 1, 2, 3, 4),
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)
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@dataclass(frozen=True)
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@@ -1,7 +1,7 @@
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// Thin renderer: post controls+calibration -> RenderPlan; render grade, Right
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// variant crossfade, and the live Left overlay. All math stays in Python.
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const $ = (id) => document.getElementById(id);
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const vid = $("vid"), overlay = $("overlay"), black = $("black"), readout = $("readout");
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const vid = $("vid"), tint = $("tint"), overlay = $("overlay"), black = $("black"), readout = $("readout");
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let clip = null; // active clip manifest entry
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let currentVariant = -1; // last loaded Right strength
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@@ -19,12 +19,16 @@ function variantFile(strength) {
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}
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function applyGrade(tone) {
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// Light: warm + brighten; Dark: cool + darken; 0: raw.
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// Light: warm + brighten (sepia). Dark: cool + darken via a multiply-blended
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// blue wash (#tint) that lifts shadows toward blue while keeping natural
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// greens — the peaceful POC dark look, NOT a full-frame hue spin.
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const warm = tone > 0 ? tone : 0, cool = tone < 0 ? -tone : 0;
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const bright = 1 + 0.25 * tone, sat = 1 + 0.15 * Math.abs(tone);
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const bright = 1 + 0.25 * warm - 0.35 * cool;
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const sat = 1 + 0.15 * warm - 0.30 * cool;
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vid.style.filter =
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`brightness(${bright}) saturate(${sat}) ` +
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`sepia(${(warm * 0.5).toFixed(3)}) hue-rotate(${(-cool * 200).toFixed(0)}deg)`;
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`brightness(${bright.toFixed(3)}) saturate(${sat.toFixed(3)}) ` +
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`sepia(${(warm * 0.5).toFixed(3)})`;
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tint.style.opacity = (cool * 0.6).toFixed(3);
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}
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function loadVariant(strength) {
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@@ -12,6 +12,7 @@
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<section class="stage">
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<div class="screen">
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<video id="vid" loop muted playsinline></video>
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<div id="tint"></div>
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<svg id="overlay" viewBox="0 0 100 100" preserveAspectRatio="none"></svg>
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<div id="black" class="black hidden"></div>
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</div>
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@@ -7,6 +7,9 @@ main { display: flex; gap: 1rem; padding: 1rem; flex-wrap: wrap; }
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.screen { position: relative; width: 100%; aspect-ratio: 16 / 9; background: #000;
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border-radius: 6px; overflow: hidden; }
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#vid { width: 100%; height: 100%; object-fit: cover; transition: opacity 0.15s ease; }
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#tint { position: absolute; inset: 0; pointer-events: none; opacity: 0;
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background: #28425f; mix-blend-mode: multiply;
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transition: opacity 0.2s ease; }
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#overlay { position: absolute; inset: 0; width: 100%; height: 100%;
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pointer-events: none; transition: opacity 0.2s ease; }
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.anno-box { fill: none; stroke: #6cf; stroke-width: 0.4; vector-effect: non-scaling-stroke; }
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@@ -77,6 +77,16 @@ def test_whole_brain_dark_corner_stacks_grade_substrate_and_overlay():
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assert not plan.is_identity
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def test_default_calibration_is_locked():
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# Session 0010: the knob->strength calibration is LOCKED to these values,
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# settled by eye in the simulator (closes the open session-0006 decision).
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# This pins the literal constants so they can't drift silently; changing the
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# locked feel is a deliberate edit here + in alteration.py.
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assert DEFAULT_CALIBRATION.mood_gain == 1.0
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assert DEFAULT_CALIBRATION.overlay_gain == 1.0
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assert DEFAULT_CALIBRATION.right_variant_map == (0, 1, 2, 3, 4)
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def test_default_calibration_is_behavior_preserving():
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# DEFAULT_CALIBRATION must reproduce the original three helpers exactly.
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for left in range(5):
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