feat(sim): Right axis = deterministic real-time painterly dream
Replace the pre-baked SD restyle variants (too fluid — the painting re-rolled every keyframe and the flow-warp melted frames) with a deterministic, real-time dream that holds STILL across the loop; only the footage's own motion moves. Design: docs/superpowers/specs/2026-06-22-right-axis-deterministic-dream-design.md Engine (player/alteration.py): Restyle(variant) -> Dream(strength, intensity); Calibration.right_variant_map -> dream_gain. player/state.py: a Right change is a LIVE_UPDATE now, not a crossfade (only a clip swap crossfades). Plan dict restyle -> dream. Tests migrated; 233 green. (No new Python behavior for the client-render swap below.) Renderer (simulator front-end): the Right dream is a WebGL2 Kuwahara shader on a <canvas> over the live video — edge-preserving, so motion/structure stay crisp; the dream is the same footage, just stylized (no blur). Ramped by the knob; max goes "trippy" (vivid saturation + ~45deg hue drift + posterize, concentrated near max via t=intensity^2). Phase-1 luminous-haze (CSS+bloom) was built then retired by eye (blur read as out-of-focus video). Mood grade rides as a CSS filter on the canvas; bloom layer removed. Dev ergonomics that fell out of the iteration: - /dev/version + a 1s client poll = live-reload (open tab never runs stale renderer code; reloads on my edits AND server restarts). - no-cache on the dev server; an on-screen error banner + crash-proof render so a silent throw can't masquerade as "nothing is changing". Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,109 @@
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# Right axis as a real-time deterministic dream
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**Status:** built (session 0013, 2026-06-22) — Phase 1 superseded by Phase 2 in the
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same session after by-eye review (the haze "looked like blurred video, not stylized").
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The shipped Right dream is the **Phase 2 painterly** path.
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**Surface:** simulator preview (`simulator/`, `player/alteration.py`)
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**Supersedes:** the "discrete pre-baked, flow-stabilized restyle variant" definition
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of the Right axis in the machine-altered-perception design SPEC §4.1 — a deliberate
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change to a core decision (see Why).
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## Why
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The pre-baked SD img2img variants (`bake_right_variants.py`) are **too fluid**: the
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painting re-rolls every keyframe (~2 s) and the optical-flow tween warps frames into
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each other, so across the loop the dream churns and melts. The right brain should be
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a **still altered state** — a calm, holistic counterpart to the busy, accreting
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analytical Left — not a restless morph.
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## Concept
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The Right knob no longer selects a pre-baked variant. It drives a **deterministic,
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real-time filter** applied live to the base footage, scaled 0→4. The same filter runs
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every frame, so the look is **stable by construction** — locked to scene content,
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moving only where the footage already moves. Bonus: no baked variant videos to ship,
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which simplifies the eventual hardware (Pi) story.
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Staged delivery (both built this session; Phase 2 is what shipped):
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- **Phase 1: luminous haze** — soft-focus, blooming highlights, pastel desaturation.
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CSS + a bloom layer. Built, then **retired** by eye: blur reads as *out-of-focus
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video*, not stylized, and softens the base's crisp motion.
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- **Phase 2: painterly flatten (shipped)** — a WebGL2 **Kuwahara** shader on a
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`<canvas>` restyling the live video frames. Edge-preserving, so motion/structure
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stay as crisp as the source — the dream is the same footage, just stylized. No blur.
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## Phase 2 — the shipped painterly dream
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- **Renderer:** `<canvas id="paint">` over `<video>`; a `requestAnimationFrame` loop
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uploads each video frame to a texture and runs the Kuwahara fragment shader (radius
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`R=6`). `intensity = 0` ⇒ passthrough (raw base); ring transitions render passthrough
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(`busy`). WebGL-less fallback: canvas hidden, mood grade applied to `#vid`.
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- **Painterly:** `mix(base, kuwahara, intensity)` — flatten into painted regions, edges
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preserved.
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- **"Trippy" at max** (operator-tuned by eye): the psychedelic terms ramp with
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`t = intensity²` so low/mid Right stays gently dreamy and only **max** goes
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psychedelic — vivid saturation (`×(1 + 1.1·t)`), a surreal **hue drift** (~45° at max),
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and **posterize** banding (`mix(255, 6, t)` levels), plus a slight luminous lift.
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- **Mood grade** (Dark/Light) rides as a CSS filter on the canvas; `#tint` unchanged.
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- The Python plan is unchanged — Phase 2 is a client-render swap; `dream.intensity`
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drives the shader.
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## Phase 1 — components
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All scale with the Right strength `s = intensity` (0→1):
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- **soft-focus** — gentle blur, ~`1.5·s` px.
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- **pastel** — `saturate(1 − 0.35·s)`, `contrast(1 − 0.15·s)` (lift shadows / flatten).
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- **luminous** — `brightness(1 + 0.08·s)`.
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- **bloom** — a second, synced copy of the video, blurred + brightened and
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`screen`-blended over the main, opacity `~0.6·s` — highlights glow and bleed.
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Starting coefficients are by-eye seeds; the look is tuned live in the sim.
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## Engine — `player/alteration.py`
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- Replace `Restyle(variant)` with `Dream(strength, intensity)`:
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`strength = right` (0–4, discrete), `intensity = clamp(dream_gain · right / KNOB_MAX,
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0, 1)`.
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- `Calibration` gains `dream_gain: float = 1.0`; `DEFAULT_CALIBRATION` sets it 1.0.
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- `render_plan_to_dict`: `"restyle": {"variant"}` → `"dream": {"strength", "intensity"}`.
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- `is_identity`: Right contributes when `strength > 0` (replaces the
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`restyle.variant == 0` clause).
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- Pure + unit-tested. The client maps `dream.intensity` → CSS params, mirroring how
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`grade.tone` → video filter is mapped client-side today.
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## Rendering — simulator
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- **Remove** the variant-crossfade machinery (`loadVariant`, `variantFile`, the
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`right_variants` / `currentVariant` handling). The main video always plays
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`base_file`.
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- **Compose one video filter** from *both* the mood grade (`grade.tone`) and the dream
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(`dream.intensity`) — today `applyGrade` owns `vid.style.filter`; it becomes a single
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`applyVideoLook(tone, dreamIntensity)` so the two don't clobber each other.
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- **Add a bloom layer**: a second `<video id="bloom">` (same `base_file`, muted,
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looped, started in sync), `screen`-blended, blurred/brightened, opacity from
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`dream.intensity`. Both videos' `src` are set together on scale settle / ring move.
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- `#tint` (the Dark cool wash) is unchanged.
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## Migration
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- The baked SD variants (`*/right*.mp4`) and `bake_right_variants.py` become **legacy:
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parked in-repo, not deleted, unused at runtime**. `right_variants` stays in the
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manifest/`clips.py` (ignored by the client) to avoid churn; it can be removed later.
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- The scale ring and its transitions are untouched.
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- The affect channel is unaffected — Right is still a 0–4 knob, so `min(left, right)`
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emotions keep working.
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## Testing
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- Python unit tests: `Dream.strength = right`, `intensity` scaling + `dream_gain`,
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clamping, `0` at `right=0`, presence/shape in the serialized plan, `is_identity`.
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- By-eye in the live sim (forest, Right up, then Left+Right for the whole picture) —
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the established judge-by-eye loop. Success = the dream holds still across the loop;
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only real motion (the waterfall) moves.
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## Out of scope
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- Removing the legacy baker / baked media (left parked, unused at runtime).
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- Any change to the scale ring, transitions, Left HUD, or affect channel.
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- A Pi-GPU performance pass on the Kuwahara shader (desktop sim is the current target).
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+37
-29
@@ -1,18 +1,19 @@
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"""The alteration engine: a knob vector -> a layered RenderPlan (design §4, §5).
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Reconciled slice (2026-06-07): the Right axis is a DISCRETE selection of a
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pre-baked, flow-stabilized restyle variant (not a continuous blend), the Left
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axis carries its knob LEVEL so a runtime annotation track can pick which labels
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show, and a frozen `Calibration` parameterizes the knob->strength curves so they
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can be tuned by eye in the simulator and baked into DEFAULT_CALIBRATION.
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Right axis (reframed session 0013): a DETERMINISTIC, real-time dream applied live
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to the base footage — a STILL altered state, not the old pre-baked SD variant that
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churned across the loop (Right-axis dream design,
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docs/superpowers/specs/2026-06-22-right-axis-deterministic-dream-design.md). The
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Left axis carries its knob LEVEL so a runtime annotation track can pick which
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labels show, and a frozen `Calibration` parameterizes the knob->strength gains so
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they can be tuned by eye in the simulator and baked into DEFAULT_CALIBRATION.
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Layers compose per §4.2:
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- Substrate: ColorGrade (Dark/Light mood, center = identity §5) + a pre-baked
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Right restyle variant.
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- Overlay: AnalyticalOverlay (Left), composited on top at runtime.
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- Substrate: ColorGrade (Dark/Light mood, center = identity §5) + the Right Dream
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(deterministic luminous haze, applied client-side from `dream.intensity`).
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- Overlay: AnalyticalOverlay (Left) + the affect channel, composited on top.
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Left and Right stack (different layers); Dark/Light are the two poles of one
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mood grade. See docs/superpowers/specs/2026-06-07-reconciled-simulator-
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alteration-slice-design.md.
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mood grade.
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"""
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from __future__ import annotations
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@@ -33,13 +34,13 @@ class Calibration:
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"""Tunable knob->strength curves (settled by eye in the sim, then baked).
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- mood_gain: scales the signed Dark/Light tone (result clamped to [-1, 1]).
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- overlay_gain: scales the Left overlay intensity (clamped to [0, 1]).
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- right_variant_map: knob value (0..4) -> pre-baked Right variant index.
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- overlay_gain: scales the Left overlay (and affect) intensity (clamped [0, 1]).
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- dream_gain: scales the Right deterministic-dream intensity (clamped [0, 1]).
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"""
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mood_gain: float = 1.0
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overlay_gain: float = 1.0
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right_variant_map: tuple = (0, 1, 2, 3, 4)
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dream_gain: float = 1.0
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# The LOCKED calibration (session 0010, 2026-06-07) — settled by eye in the
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@@ -51,15 +52,15 @@ class Calibration:
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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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# - dream_gain = 1.0: full Right = dream intensity 1.0; the deterministic
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# luminous haze (Right-axis dream design, session 0013) reaches full strength.
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# These are unity by deliberate choice, not as placeholders. The gains stay
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# parameterized so a different feel is one edit away; test_default_calibration_is_locked
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# 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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dream_gain=1.0,
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)
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@@ -98,11 +99,15 @@ class AffectOverlay:
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@dataclass(frozen=True)
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class Restyle:
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"""Right axis (§4.1): selects a pre-baked, flow-stabilized restyle variant.
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`variant` is a discrete index (0 = raw base, no restyle)."""
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class Dream:
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"""Right axis: a deterministic, real-time dream applied live to the base
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footage — a STILL altered state (Right-axis dream design, session 0013),
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NOT the old pre-baked SD variant that churned across the loop. `strength` is
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the Right knob (0..4); `intensity` 0..1 is the dream's strength (the client
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maps it to the luminous-haze look, the way it maps `grade.tone` to a filter)."""
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variant: int
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strength: int
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intensity: float
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@dataclass(frozen=True)
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@@ -112,7 +117,7 @@ class RenderPlan:
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grade: ColorGrade
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overlay: AnalyticalOverlay
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affect: AffectOverlay
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restyle: Restyle
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dream: Dream
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@property
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def is_identity(self) -> bool:
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@@ -122,7 +127,7 @@ class RenderPlan:
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return (
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self.grade.is_identity
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and self.overlay.level == 0
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and self.restyle.variant == 0
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and self.dream.strength == 0
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)
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@@ -139,8 +144,8 @@ def _affect_intensity(left: int, right: int, cal: Calibration) -> float:
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return _clamp(cal.overlay_gain * _affect_strength(left, right) / KNOB_MAX, 0.0, 1.0)
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def _right_variant(right: int, cal: Calibration) -> int:
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return cal.right_variant_map[right]
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def _dream_intensity(right: int, cal: Calibration) -> float:
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return _clamp(cal.dream_gain * right / KNOB_MAX, 0.0, 1.0)
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def _mood_tone(dark: int, light: int, cal: Calibration) -> float:
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@@ -161,7 +166,10 @@ def plan_alteration(
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strength=_affect_strength(coord.left, coord.right),
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intensity=_affect_intensity(coord.left, coord.right, calibration),
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),
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restyle=Restyle(variant=_right_variant(coord.right, calibration)),
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dream=Dream(
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strength=coord.right,
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intensity=_dream_intensity(coord.right, calibration),
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),
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)
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@@ -171,6 +179,6 @@ def render_plan_to_dict(plan: RenderPlan) -> dict:
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"grade": {"tone": plan.grade.tone},
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"overlay": {"level": plan.overlay.level, "intensity": plan.overlay.intensity},
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"affect": {"strength": plan.affect.strength, "intensity": plan.affect.intensity},
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"restyle": {"variant": plan.restyle.variant},
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"dream": {"strength": plan.dream.strength, "intensity": plan.dream.intensity},
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"is_identity": plan.is_identity,
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}
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+7
-5
@@ -3,10 +3,10 @@
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Pure decision logic — no mpv, no audio, no serial. Each update() resolves the
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desired Playback (which neutral base clip, how it is altered, what audio plays,
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at what levels) and returns the Transition from the previous Playback. The
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transition KIND encodes design §4.3: the Dark/Light grade and the Left overlay
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are continuous runtime ops (LIVE_UPDATE), whereas swapping the clip or the
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pre-baked Right restyle variant (a discrete index) needs a CROSSFADE, and
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toggling video on/off fades to/from black.
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transition KIND encodes design §4.3: the Dark/Light grade, the Left overlay AND
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the Right dream (a deterministic, live luminous haze since session 0013) are all
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continuous runtime ops (LIVE_UPDATE); only swapping the clip needs a CROSSFADE,
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and toggling video on/off fades to/from black.
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Knobs no longer *select* a clip (the base library is neutral by construction);
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they *transform* it. Which neutral base to show is an injected policy
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@@ -107,7 +107,9 @@ class Player:
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if next_video and not prev_video:
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return TransitionKind.FADE_FROM_BLACK
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if next_video and prev_video:
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if nxt.clip_id != prev.clip_id or nxt.plan.restyle != prev.plan.restyle:
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# The Right dream is a live filter now (not a substrate swap), so it
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# no longer forces a crossfade — only a clip (scale) change does.
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if nxt.clip_id != prev.clip_id:
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return TransitionKind.CROSSFADE
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return TransitionKind.LIVE_UPDATE
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# both black: only audio/levels could have changed
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+29
-2
@@ -7,6 +7,9 @@ endpoints (/api/select, /api/catalog/meta) and the X-ray are retired.
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from __future__ import annotations
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import hashlib
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import os
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import time
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from pathlib import Path
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from typing import Optional
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@@ -30,6 +33,24 @@ STATIC_DIR = Path(__file__).parent / "static"
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MEDIA_DIR = Path(__file__).parent / "sample_media"
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DEFAULT_MANIFEST = MEDIA_DIR / "manifest.json"
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# Per-process boot token: changes on every server restart so the dev live-reload
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# (below) also fires when Python code changes (which needs a restart), not just
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# when a static asset's mtime changes.
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_BOOT_ID = f"{os.getpid()}-{int(time.time())}"
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def _asset_version() -> str:
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"""A short digest of the renderer assets' mtimes + this process's boot token.
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Changes whenever app.js/style.css/index.html change on disk OR the server is
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restarted — the signal the browser polls to know it's running stale code."""
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parts = [_BOOT_ID]
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for name in ("app.js", "style.css", "index.html"):
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try:
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parts.append(f"{name}:{(STATIC_DIR / name).stat().st_mtime_ns}")
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except OSError:
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parts.append(f"{name}:?")
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return hashlib.sha1("|".join(parts).encode()).hexdigest()[:16]
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class ControlsModel(BaseModel):
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content: str
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@@ -44,7 +65,7 @@ class ControlsModel(BaseModel):
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class CalibrationModel(BaseModel):
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mood_gain: float = 1.0
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overlay_gain: float = 1.0
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right_variant_map: list[int] = [0, 1, 2, 3, 4]
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dream_gain: float = 1.0
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class AlterationRequest(BaseModel):
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@@ -86,7 +107,7 @@ def create_app(manifest_path: Optional[Path] = None) -> FastAPI:
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Calibration(
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mood_gain=req.calibration.mood_gain,
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overlay_gain=req.calibration.overlay_gain,
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right_variant_map=tuple(req.calibration.right_variant_map),
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dream_gain=req.calibration.dream_gain,
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)
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if req.calibration
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else DEFAULT_CALIBRATION
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@@ -98,6 +119,12 @@ def create_app(manifest_path: Optional[Path] = None) -> FastAPI:
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"content": {"audio_source": content.audio_source, "video": content.video},
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}
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@app.get("/dev/version")
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def dev_version():
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# Dev live-reload signal: the browser polls this and reloads when it
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# changes, so it never silently runs a stale renderer during iteration.
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return {"version": _asset_version()}
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@app.get("/api/clips")
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def api_clips():
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return {"clips": [c.to_dict() for c in app.state.clips]}
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+181
-34
@@ -1,16 +1,39 @@
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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 alteration math stays in
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// Python. The scale RING (endless encoder) is navigated via /api/ring/advance —
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// Python owns the step/wrap/transition-selection math; the browser only plays
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// the returned transition clip(s) then settles on the target scale's clip.
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// Thin renderer: post controls+calibration -> RenderPlan; render the mood grade,
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// the live Right DREAM (a deterministic luminous haze, NOT a baked variant — it
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// holds still across the loop), and the live Left overlay + affect. All alteration
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// math stays in Python. The scale RING (endless encoder) is navigated via
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// /api/ring/advance — Python owns the step/wrap/transition-selection math; the
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// browser only plays the returned transition clip(s) then settles on the target.
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const $ = (id) => document.getElementById(id);
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const vid = $("vid"), tint = $("tint"), overlay = $("overlay"), black = $("black"), readout = $("readout");
|
||||
const vid = $("vid"), paint = $("paint"), tint = $("tint"), overlay = $("overlay"),
|
||||
black = $("black"), readout = $("readout");
|
||||
const affectLayer = $("affect");
|
||||
|
||||
// Right-dream state, read by the painterly render loop each frame. update() (debounced
|
||||
// on knob moves) writes these; the WebGL loop renders the live video continuously.
|
||||
let dreamIntensity = 0; // 0..1 — painterly strength (and dream pastel/luminous)
|
||||
let gradeFilter = "none"; // CSS filter string for the Dark/Light mood grade
|
||||
|
||||
// Surface any uncaught JS error on-screen (a silent throw in update() otherwise
|
||||
// looks like "nothing is changing" — the render dies but the page sits there).
|
||||
function showError(msg) {
|
||||
let b = document.getElementById("err-banner");
|
||||
if (!b) {
|
||||
b = document.createElement("div");
|
||||
b.id = "err-banner";
|
||||
b.style.cssText = "position:fixed;top:0;left:0;right:0;z-index:9999;background:#a00;" +
|
||||
"color:#fff;font:12px/1.4 monospace;padding:6px 10px;white-space:pre-wrap;";
|
||||
document.body.appendChild(b);
|
||||
}
|
||||
b.textContent = "⚠ " + msg;
|
||||
}
|
||||
window.addEventListener("error", (e) =>
|
||||
showError(`${e.message} @ ${(e.filename || "").split("/").pop()}:${e.lineno}`));
|
||||
|
||||
let clipsById = {}; // id -> clip manifest entry
|
||||
let ring = null; // {scales:[{id,clip_id,title}], transitions:[...]} or null
|
||||
let ringIndex = 0; // current scale position on the ring
|
||||
let currentVariant = -1; // last loaded Right strength (reset on clip change)
|
||||
let currentClipId = null; // base media currently loaded (reset to force a reload)
|
||||
let busy = false; // true while a ring transition is playing
|
||||
|
||||
async function loadData() {
|
||||
@@ -32,36 +55,134 @@ function activeClip() {
|
||||
|
||||
function mediaUrl(file) { return "/media/" + file; }
|
||||
|
||||
function variantFile(strength) {
|
||||
// Load the active scale's BASE footage into the video (the painterly canvas reads
|
||||
// its frames live). The Right knob no longer swaps the source — it only drives the
|
||||
// deterministic dream restyle — so media reloads only when the SCALE changes.
|
||||
function ensureClipMedia() {
|
||||
const clip = activeClip();
|
||||
if (!clip) return "";
|
||||
const v = clip.right_variants[String(strength)];
|
||||
return v ? v.file : clip.base_file;
|
||||
if (!clip || clip.id === currentClipId) return;
|
||||
currentClipId = clip.id;
|
||||
vid.src = mediaUrl(clip.base_file);
|
||||
vid.loop = true;
|
||||
vid.muted = true;
|
||||
vid.play().catch(() => {});
|
||||
vid.style.opacity = "1";
|
||||
}
|
||||
|
||||
function applyGrade(tone) {
|
||||
// Light: warm + brighten (sepia). Dark: cool + darken via a multiply-blended
|
||||
// blue wash (#tint) that lifts shadows toward blue while keeping natural
|
||||
// greens — the peaceful POC dark look, NOT a full-frame hue spin.
|
||||
// Compose the video look. The Right DREAM is now a painterly WebGL restyle of the
|
||||
// live frames (see the render loop below) — so here we only stash its intensity for
|
||||
// that loop, and build the Dark/Light mood grade as a CSS filter. The grade rides
|
||||
// on the painterly canvas (or #vid in the WebGL-less fallback). No blur: the dream
|
||||
// must keep the base's crisp motion, just stylized.
|
||||
function applyVideoLook(tone, dream) {
|
||||
const warm = tone > 0 ? tone : 0, cool = tone < 0 ? -tone : 0;
|
||||
const bright = 1 + 0.25 * warm - 0.35 * cool;
|
||||
const sat = 1 + 0.15 * warm - 0.30 * cool;
|
||||
vid.style.filter =
|
||||
`brightness(${bright.toFixed(3)}) saturate(${sat.toFixed(3)}) ` +
|
||||
`sepia(${(warm * 0.5).toFixed(3)})`;
|
||||
const sepia = warm * 0.5;
|
||||
gradeFilter = `brightness(${bright.toFixed(3)}) saturate(${sat.toFixed(3)}) sepia(${sepia.toFixed(3)})`;
|
||||
dreamIntensity = dream;
|
||||
tint.style.opacity = (cool * 0.6).toFixed(3);
|
||||
// WebGL-less fallback: the canvas is hidden, so grade the visible #vid directly.
|
||||
if (!paintOK) vid.style.filter = gradeFilter;
|
||||
}
|
||||
|
||||
function loadVariant(strength) {
|
||||
if (strength === currentVariant) return;
|
||||
currentVariant = strength;
|
||||
vid.style.opacity = "0";
|
||||
setTimeout(() => {
|
||||
vid.src = mediaUrl(variantFile(strength));
|
||||
vid.loop = true;
|
||||
vid.play().catch(() => {});
|
||||
vid.style.opacity = "1";
|
||||
}, 150);
|
||||
// --- Right dream: real-time painterly restyle (WebGL2 Kuwahara) ---
|
||||
// An edge-preserving "oil painting" filter on the LIVE video frames: each pixel
|
||||
// becomes the mean of whichever surrounding quadrant is most uniform, flattening
|
||||
// the image into painted regions WHILE KEEPING EDGES — so motion stays as crisp as
|
||||
// the source. Strength + a gentle pastel/luminous dream-grade scale with intensity.
|
||||
// Deterministic (a pure function of each frame) => the dream holds still across the
|
||||
// loop; only the footage's own motion moves.
|
||||
let paintOK = false;
|
||||
const PAINT_VS = `#version 300 es
|
||||
in vec2 p; out vec2 v_uv;
|
||||
void main(){
|
||||
// Fullscreen triangle (verts to +3); map the visible [-1,1] to uv [0,1] with Y
|
||||
// flipped for the video's top-left origin. (Visible region stays in range; the
|
||||
// off-screen excess is clipped.)
|
||||
v_uv = vec2(p.x * 0.5 + 0.5, 0.5 - p.y * 0.5);
|
||||
gl_Position = vec4(p, 0.0, 1.0);
|
||||
}`;
|
||||
const PAINT_FS = `#version 300 es
|
||||
precision highp float;
|
||||
in vec2 v_uv; out vec4 frag;
|
||||
uniform sampler2D u_tex; uniform vec2 u_texel; uniform float u_amt;
|
||||
#define R 6
|
||||
#define QUAD(x0,x1,y0,y1,MO,VO) { vec3 m=vec3(0.0),s=vec3(0.0); \
|
||||
for(int j=y0;j<=y1;j++){ for(int i=x0;i<=x1;i++){ \
|
||||
vec3 c=texture(u_tex, v_uv+vec2(float(i),float(j))*u_texel).rgb; m+=c; s+=c*c; } } \
|
||||
float n=float((x1-x0+1)*(y1-y0+1)); m/=n; vec3 vv=s/n-m*m; MO=m; VO=vv.r+vv.g+vv.b; }
|
||||
vec3 hueRotate(vec3 c, float a){
|
||||
float co=cos(a), si=sin(a);
|
||||
return vec3(
|
||||
c.r*(0.299+0.701*co+0.168*si) + c.g*(0.587-0.587*co+0.330*si) + c.b*(0.114-0.114*co-0.497*si),
|
||||
c.r*(0.299-0.299*co-0.328*si) + c.g*(0.587+0.413*co+0.035*si) + c.b*(0.114-0.114*co+0.292*si),
|
||||
c.r*(0.299-0.300*co+1.250*si) + c.g*(0.587-0.588*co-1.050*si) + c.b*(0.114+0.886*co-0.203*si));
|
||||
}
|
||||
void main(){
|
||||
vec3 base = texture(u_tex, v_uv).rgb;
|
||||
if (u_amt <= 0.001) { frag = vec4(base, 1.0); return; }
|
||||
vec3 m0,m1,m2,m3; float v0,v1,v2,v3;
|
||||
QUAD(-R,0,-R,0,m0,v0) QUAD(0,R,-R,0,m1,v1) QUAD(-R,0,0,R,m2,v2) QUAD(0,R,0,R,m3,v3)
|
||||
vec3 painted=m0; float mv=v0;
|
||||
if(v1<mv){mv=v1;painted=m1;} if(v2<mv){mv=v2;painted=m2;} if(v3<mv){mv=v3;painted=m3;}
|
||||
vec3 styl = mix(base, painted, u_amt); // painterly restyle, linear in the knob
|
||||
// The "trippy" terms ramp with t = amt^2, so low Right stays gently dreamy and
|
||||
// only MAX goes psychedelic: vivid saturation, a surreal hue drift, poster banding.
|
||||
float t = u_amt * u_amt;
|
||||
float luma = dot(styl, vec3(0.299, 0.587, 0.114));
|
||||
styl = mix(vec3(luma), styl, 1.0 + 1.1 * t); // saturation: vivid toward max
|
||||
styl = hueRotate(styl, 0.8 * t); // surreal hue drift (~45deg at max)
|
||||
float levels = mix(255.0, 6.0, t); // posterize: color banding toward max
|
||||
styl = floor(styl * levels + 0.5) / levels;
|
||||
styl *= 1.0 + 0.06 * u_amt; // luminous lift
|
||||
frag = vec4(clamp(styl, 0.0, 1.0), 1.0);
|
||||
}`;
|
||||
let gl = null, uAmt = null, uTexel = null;
|
||||
function _shader(kind, src) {
|
||||
const s = gl.createShader(kind);
|
||||
gl.shaderSource(s, src); gl.compileShader(s);
|
||||
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(s));
|
||||
return s;
|
||||
}
|
||||
function initPaint() {
|
||||
gl = paint.getContext("webgl2");
|
||||
if (!gl) { paint.style.display = "none"; return false; } // CSS fallback grades #vid
|
||||
const prog = gl.createProgram();
|
||||
gl.attachShader(prog, _shader(gl.VERTEX_SHADER, PAINT_VS));
|
||||
gl.attachShader(prog, _shader(gl.FRAGMENT_SHADER, PAINT_FS));
|
||||
gl.bindAttribLocation(prog, 0, "p"); gl.linkProgram(prog);
|
||||
if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(prog));
|
||||
gl.useProgram(prog);
|
||||
const buf = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
|
||||
gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
|
||||
const t = gl.createTexture();
|
||||
gl.bindTexture(gl.TEXTURE_2D, t);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
||||
uAmt = gl.getUniformLocation(prog, "u_amt");
|
||||
uTexel = gl.getUniformLocation(prog, "u_texel");
|
||||
paintOK = true;
|
||||
requestAnimationFrame(paintLoop);
|
||||
return true;
|
||||
}
|
||||
function paintLoop() {
|
||||
if (paintOK && vid.readyState >= 2 && vid.videoWidth) {
|
||||
const w = vid.videoWidth, h = vid.videoHeight;
|
||||
if (paint.width !== w || paint.height !== h) { paint.width = w; paint.height = h; }
|
||||
gl.viewport(0, 0, w, h);
|
||||
try { gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, vid); } catch (_) {}
|
||||
// No painterly restyle during a ring transition (busy) — show it raw.
|
||||
gl.uniform1f(uAmt, busy ? 0 : dreamIntensity);
|
||||
gl.uniform2f(uTexel, 1 / w, 1 / h);
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 3);
|
||||
paint.style.filter = busy ? "none" : gradeFilter;
|
||||
}
|
||||
requestAnimationFrame(paintLoop);
|
||||
}
|
||||
|
||||
const SVGNS = "http://www.w3.org/2000/svg";
|
||||
@@ -153,6 +274,7 @@ function renderOverlay(level, intensity) {
|
||||
// softer than the clinical reticles — the dream leaking into the machine's read.
|
||||
function renderAffect(strength, intensity) {
|
||||
const clip = activeClip();
|
||||
if (!affectLayer) return; // tolerate a stale page missing the affect layer
|
||||
affectLayer.innerHTML = "";
|
||||
if (!clip || !clip.affect || strength <= 0) { affectLayer.style.opacity = "0"; return; }
|
||||
affectLayer.style.opacity = String(intensity);
|
||||
@@ -182,7 +304,7 @@ function controls() {
|
||||
|
||||
function calibration() {
|
||||
return { mood_gain: +$("mood_gain").value, overlay_gain: +$("overlay_gain").value,
|
||||
right_variant_map: [0, 1, 2, 3, 4] };
|
||||
dream_gain: 1.0 };
|
||||
}
|
||||
|
||||
let timer = null;
|
||||
@@ -197,10 +319,17 @@ async function update() {
|
||||
readout.textContent = JSON.stringify(data, null, 2);
|
||||
if (!data.content.video) { black.classList.remove("hidden"); return; }
|
||||
black.classList.add("hidden");
|
||||
applyGrade(data.plan.grade.tone);
|
||||
loadVariant(data.plan.restyle.variant);
|
||||
renderOverlay(data.plan.overlay.level, data.plan.overlay.intensity);
|
||||
renderAffect(data.plan.affect.strength, data.plan.affect.intensity);
|
||||
try {
|
||||
ensureClipMedia();
|
||||
applyVideoLook(data.plan.grade.tone, data.plan.dream.intensity);
|
||||
renderOverlay(data.plan.overlay.level, data.plan.overlay.intensity);
|
||||
renderAffect(data.plan.affect.strength, data.plan.affect.intensity);
|
||||
const b = document.getElementById("err-banner");
|
||||
if (b) b.remove(); // render succeeded — clear any prior error
|
||||
} catch (err) {
|
||||
showError("render failed: " + (err && err.message ? err.message : err));
|
||||
throw err;
|
||||
}
|
||||
}
|
||||
|
||||
function debounced() { clearTimeout(timer); timer = setTimeout(update, 80); }
|
||||
@@ -216,6 +345,7 @@ function playTransition(file, blended) {
|
||||
// Resolves on 'ended' (or a safety timeout that scales with playback rate).
|
||||
return new Promise((resolve) => {
|
||||
overlay.style.opacity = "0";
|
||||
affectLayer.style.opacity = "0";
|
||||
tint.style.opacity = "0";
|
||||
vid.style.filter = "none";
|
||||
vid.loop = false;
|
||||
@@ -252,7 +382,7 @@ async function advance(delta) {
|
||||
await playTransition(step.file, step.blended);
|
||||
}
|
||||
ringIndex = move.to_index;
|
||||
currentVariant = -1; // force the target clip's variant to (re)load
|
||||
currentClipId = null; // force the target scale's base media to (re)load
|
||||
renderScaleReadout();
|
||||
} finally {
|
||||
busy = false;
|
||||
@@ -272,7 +402,24 @@ function onWheel(e) {
|
||||
}, 90);
|
||||
}
|
||||
|
||||
// Dev live-reload: poll the asset version and reload when it changes, so an open
|
||||
// tab never keeps running a stale renderer while we iterate (the readout updates
|
||||
// from the live API and masks it otherwise). Reloads on my edits AND on a server
|
||||
// restart. Dev-only convenience; harmless if the endpoint is absent.
|
||||
function devLiveReload() {
|
||||
let seen = null;
|
||||
setInterval(async () => {
|
||||
try {
|
||||
const v = (await (await fetch("/dev/version", { cache: "no-store" })).json()).version;
|
||||
if (seen === null) seen = v;
|
||||
else if (v !== seen) location.reload();
|
||||
} catch (_) { /* server restarting / endpoint absent — ignore */ }
|
||||
}, 1000);
|
||||
}
|
||||
|
||||
async function main() {
|
||||
devLiveReload();
|
||||
try { initPaint(); } catch (e) { paintOK = false; paint.style.display = "none"; showError("WebGL init: " + e.message); }
|
||||
await loadData();
|
||||
renderScaleReadout();
|
||||
for (const id of ["content", "left", "right", "dark", "light", "mood_gain", "overlay_gain"]) {
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
<section class="stage" id="stage">
|
||||
<div class="screen">
|
||||
<video id="vid" loop muted playsinline></video>
|
||||
<canvas id="paint"></canvas>
|
||||
<div id="tint"></div>
|
||||
<svg id="overlay" viewBox="0 0 100 100" preserveAspectRatio="none"></svg>
|
||||
<svg id="affect" viewBox="0 0 100 100" preserveAspectRatio="none"></svg>
|
||||
|
||||
@@ -7,6 +7,12 @@ main { display: flex; gap: 1rem; padding: 1rem; flex-wrap: wrap; }
|
||||
.screen { position: relative; width: 100%; aspect-ratio: 16 / 9; background: #000;
|
||||
border-radius: 6px; overflow: hidden; }
|
||||
#vid { width: 100%; height: 100%; object-fit: cover; transition: opacity 0.15s ease; }
|
||||
/* Right-dream painterly canvas: a WebGL Kuwahara restyle of the LIVE video frames,
|
||||
drawn over the base. Edge-preserving, so motion stays as crisp as the source —
|
||||
the dream is the same footage, just stylized. The mood grade rides as a CSS
|
||||
filter here. Hidden when WebGL is unavailable (CSS fallback shows #vid). */
|
||||
#paint { position: absolute; inset: 0; width: 100%; height: 100%; object-fit: cover;
|
||||
pointer-events: none; transition: filter 0.2s ease; }
|
||||
#tint { position: absolute; inset: 0; pointer-events: none; opacity: 0;
|
||||
background: #28425f; mix-blend-mode: multiply;
|
||||
transition: opacity 0.2s ease; }
|
||||
|
||||
@@ -7,8 +7,8 @@ from player.alteration import (
|
||||
AnalyticalOverlay,
|
||||
Calibration,
|
||||
ColorGrade,
|
||||
Dream,
|
||||
RenderPlan,
|
||||
Restyle,
|
||||
plan_alteration,
|
||||
render_plan_to_dict,
|
||||
)
|
||||
@@ -23,7 +23,8 @@ def test_all_zero_knobs_is_the_unaltered_base():
|
||||
assert plan.is_identity
|
||||
assert plan.overlay.level == 0
|
||||
assert plan.overlay.intensity == 0.0
|
||||
assert plan.restyle.variant == 0
|
||||
assert plan.dream.strength == 0
|
||||
assert plan.dream.intensity == 0.0
|
||||
assert plan.grade.tone == 0.0
|
||||
assert plan.grade.is_identity
|
||||
|
||||
@@ -32,21 +33,26 @@ def test_left_drives_the_analytical_overlay_only():
|
||||
plan = plan_alteration(_coord(left=4))
|
||||
assert plan.overlay.level == 4
|
||||
assert plan.overlay.intensity == 1.0
|
||||
assert plan.restyle.variant == 0 # Left does not touch the substrate
|
||||
assert plan.dream.strength == 0 # Left does not touch the substrate
|
||||
assert plan.dream.intensity == 0.0
|
||||
assert plan.grade.tone == 0.0
|
||||
|
||||
|
||||
def test_right_selects_a_discrete_restyle_variant_only():
|
||||
def test_right_drives_the_deterministic_dream_only():
|
||||
# Right-axis dream reframe (session 0013): Right is a live deterministic
|
||||
# haze, carried as strength (0..4) + intensity (0..1), not a baked variant.
|
||||
plan = plan_alteration(_coord(right=2))
|
||||
assert plan.restyle.variant == 2
|
||||
assert plan.dream.strength == 2
|
||||
assert plan.dream.intensity == pytest.approx(0.5)
|
||||
assert plan.overlay.level == 0 # Right does not add overlay
|
||||
|
||||
|
||||
def test_left_and_right_stack_not_cancel():
|
||||
# design §4.2: whole-brain corner = dreamlike substrate WITH labels on top
|
||||
# design §4.2: whole-brain corner = dream substrate WITH labels on top
|
||||
plan = plan_alteration(_coord(left=4, right=4))
|
||||
assert plan.overlay.level == 4
|
||||
assert plan.restyle.variant == 4
|
||||
assert plan.dream.strength == 4
|
||||
assert plan.dream.intensity == 1.0
|
||||
|
||||
|
||||
def test_affect_needs_both_knobs_up():
|
||||
@@ -112,7 +118,8 @@ def test_dark_minus_light_sets_intermediate_tone():
|
||||
def test_whole_brain_dark_corner_stacks_grade_substrate_and_overlay():
|
||||
plan = plan_alteration(_coord(left=4, right=2, dark=4, light=0))
|
||||
assert plan.overlay.level == 4
|
||||
assert plan.restyle.variant == 2
|
||||
assert plan.dream.strength == 2
|
||||
assert plan.dream.intensity == pytest.approx(0.5)
|
||||
assert plan.grade.tone == -1.0
|
||||
assert not plan.is_identity
|
||||
|
||||
@@ -124,32 +131,34 @@ def test_default_calibration_is_locked():
|
||||
# locked feel is a deliberate edit here + in alteration.py.
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||||
assert DEFAULT_CALIBRATION.mood_gain == 1.0
|
||||
assert DEFAULT_CALIBRATION.overlay_gain == 1.0
|
||||
assert DEFAULT_CALIBRATION.right_variant_map == (0, 1, 2, 3, 4)
|
||||
assert DEFAULT_CALIBRATION.dream_gain == 1.0
|
||||
|
||||
|
||||
def test_default_calibration_is_behavior_preserving():
|
||||
# DEFAULT_CALIBRATION must reproduce the original three helpers exactly.
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||||
# DEFAULT_CALIBRATION reproduces the per-axis helpers exactly.
|
||||
for left in range(5):
|
||||
assert plan_alteration(_coord(left=left)).overlay.intensity == pytest.approx(left / 4)
|
||||
for right in range(5):
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||||
assert plan_alteration(_coord(right=right)).restyle.variant == right
|
||||
assert plan_alteration(_coord(right=right)).dream.strength == right
|
||||
assert plan_alteration(_coord(right=right)).dream.intensity == pytest.approx(right / 4)
|
||||
for dark in range(5):
|
||||
for light in range(5):
|
||||
expected = (light - dark) / 4
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||||
assert plan_alteration(_coord(dark=dark, light=light)).grade.tone == pytest.approx(expected)
|
||||
|
||||
|
||||
def test_custom_calibration_scales_mood_and_overlay():
|
||||
cal = Calibration(mood_gain=0.5, overlay_gain=0.5, right_variant_map=(0, 0, 1, 1, 2))
|
||||
def test_custom_calibration_scales_mood_overlay_and_dream():
|
||||
cal = Calibration(mood_gain=0.5, overlay_gain=0.5, dream_gain=0.5)
|
||||
assert plan_alteration(_coord(light=4), cal).grade.tone == pytest.approx(0.5)
|
||||
assert plan_alteration(_coord(left=4), cal).overlay.intensity == pytest.approx(0.5)
|
||||
assert plan_alteration(_coord(right=3), cal).restyle.variant == 1
|
||||
assert plan_alteration(_coord(right=4), cal).dream.intensity == pytest.approx(0.5)
|
||||
|
||||
|
||||
def test_calibration_gain_is_clamped_to_unit_range():
|
||||
cal = Calibration(mood_gain=10.0, overlay_gain=10.0)
|
||||
cal = Calibration(mood_gain=10.0, overlay_gain=10.0, dream_gain=10.0)
|
||||
assert plan_alteration(_coord(light=4), cal).grade.tone == 1.0 # clamped, not 10
|
||||
assert plan_alteration(_coord(left=4), cal).overlay.intensity == 1.0
|
||||
assert plan_alteration(_coord(right=4), cal).dream.intensity == 1.0
|
||||
|
||||
|
||||
def test_render_plan_to_dict_round_trips_the_numbers():
|
||||
@@ -158,7 +167,7 @@ def test_render_plan_to_dict_round_trips_the_numbers():
|
||||
"grade": {"tone": -1.0},
|
||||
"overlay": {"level": 4, "intensity": 1.0},
|
||||
"affect": {"strength": 2, "intensity": 0.5},
|
||||
"restyle": {"variant": 2},
|
||||
"dream": {"strength": 2, "intensity": 0.5},
|
||||
"is_identity": False,
|
||||
}
|
||||
|
||||
|
||||
@@ -59,13 +59,15 @@ def test_overlay_change_is_a_live_update():
|
||||
assert t.playback.plan.overlay.level == 4
|
||||
|
||||
|
||||
def test_restyle_change_crossfades_the_substrate():
|
||||
# design §4.3: the Right v2v substrate is a pre-baked variant swap
|
||||
def test_dream_change_is_a_live_update_not_a_crossfade():
|
||||
# Right-axis dream reframe (session 0013): the Right dream is a deterministic
|
||||
# LIVE filter now, so changing it no longer crossfades — only a clip swap does.
|
||||
p = Player(LIB)
|
||||
p.update(_controls(content="video", right=0))
|
||||
t = p.update(_controls(content="video", right=4))
|
||||
assert t.kind == TransitionKind.CROSSFADE
|
||||
assert t.playback.plan.restyle.variant == 4
|
||||
assert t.kind == TransitionKind.LIVE_UPDATE
|
||||
assert t.playback.plan.dream.strength == 4
|
||||
assert t.playback.plan.dream.intensity == 1.0
|
||||
|
||||
|
||||
def test_volume_only_change_is_a_live_update():
|
||||
|
||||
@@ -38,7 +38,8 @@ def test_alteration_returns_the_engine_plan(client):
|
||||
assert resp.status_code == 200
|
||||
data = resp.json()
|
||||
assert data["plan"]["overlay"]["level"] == 4
|
||||
assert data["plan"]["restyle"]["variant"] == 2
|
||||
assert data["plan"]["dream"]["strength"] == 2
|
||||
assert data["plan"]["dream"]["intensity"] == 0.5
|
||||
assert data["plan"]["grade"]["tone"] == -1.0
|
||||
assert data["content"]["video"] is True
|
||||
|
||||
@@ -51,7 +52,7 @@ def test_alteration_honors_off_as_black(client):
|
||||
|
||||
def test_alteration_accepts_calibration(client):
|
||||
body = {"controls": _controls(light=4),
|
||||
"calibration": {"mood_gain": 0.5, "overlay_gain": 1.0, "right_variant_map": [0, 1, 2, 3, 4]}}
|
||||
"calibration": {"mood_gain": 0.5, "overlay_gain": 1.0, "dream_gain": 1.0}}
|
||||
resp = client.post("/api/alteration", json=body)
|
||||
assert resp.json()["plan"]["grade"]["tone"] == 0.5
|
||||
|
||||
|
||||
Reference in New Issue
Block a user