docs(phase-10): respec Mix visualizer controls as in-flow container between back link and lava-lamp
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@@ -209,7 +209,7 @@ A **major reframe of the Mix visualizer's effects, controls, and color model**,
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**The three reframes:**
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- **Lava → CPU-physics wax blobs.** Keep the single-pass WebGL2 fragment renderer; add a small CPU-side per-frame physics step modeling ~16–32 Lagrangian "wax blobs" (position/velocity/temperature/radius) uploaded as uniforms and blended with `smin` SDF metaballs. The waveform and lava share **the same plane WITH real 2D elastic collision** (blob↔waveform-boundary + blob↔blob) — the waveform pushes the fluid out of its way (read-only authority preserved; the fluid never deforms the waveform). **Refined by Daniel's Wave R2 eval:** the fluid must read **flat** (an evenly-lit unified body, NOT blobs with bright pointed centers / cone-like radial gradients) and **melt into one fluid** (low viscosity / strong coalescence — "behave more like a fluid," not stiff globs in contact; the slow wax-like *motion* damping and the freely-coalescing *surface* are independent). **Energy-coupled dynamics:** higher heat/energy → **smaller bubbles + more turbulence** (many small lively turbulent bubbles at high heat; fewer, larger, calmer wax at low heat) — the lamp should feel dynamic and fun. At heat 0 the wax rests on the floor and only collision moves it (collision always on, independent of heat); at heat max many small turbulent bubbles rise/morph per second. **Tuning anchor: Daniel's sweet spot is ~20% gravity / ~100% heat** — calibrate defaults/ranges so that combination lands lively. **Rejected: a full ping-pong FBO Navier-Stokes fluid sim** — a lava lamp is high-viscosity/low-turbulence, the opposite regime; large rewrite for unwanted realism. Deliberate later upgrade only.
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- **Color → three-color OKLab gradient with three motions.** One source of truth (`DeepDrftPalettes`), no hardcoded hexes. Always A→B linear from the center line outward. Three combined motions: (1) anchors A/B **rotate among three theme colors X/Y/Z** at the rotation-speed control's rate — **OKLab interpolation, never through the rainbow** (the cyan fix is structural, not a tuning dial); (2) per-bar sinusoidal variation **baked at segment entry and fixed as the segment scrolls** — realized by **keying the sinusoid to mix-time** so it travels with the segment by construction (decided 2026-06-16; the explicit ring-buffer alternative is rejected for maintainability); (3) per-bar gradient curve shifts with scroll height (mostly A at bottom → mostly B at top). The static noise/frost texture is **removed** (Daniel: makes the screen look dirty).
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- **Controls → seven knobs in an inline collapse/expand knob-bar.** Replaces the four: (1) waveform scroll speed [replaces resolution/zoom as a standalone control], (2) gradient rotation speed, (3) lava gravity, (4) lava heat, (5) blob density/size, (6) collision strength (soft mush→hard up-and-out throw), (7) **waveform width** [added in the Wave R2 eval — narrows the waveform band so the lava fluid has more room to move on loud/busy songs; scales the waveform's amplitude→width mapping and its collision boundary]. **NOT a popover or drawer — an inline collapse/expand knob-bar** (decided 2026-06-16): an `@if`-guarded **animated flex row of the seven `RadialKnob`s** living inline in the controls area, expanding/collapsing **in place** (CSS width/opacity/transform transition) so it reads as the controls collapsing/expanding, not a floating surface. The lava-lamp icon button toggles a bound bool — no MudPopover/MudDrawer. Styled to **match the NowPlaying hero aesthetic** (the session-detail hero overlay — translucent dark glass, overlay-label typography, `Color.Secondary`). Also: overflow-clip the visualizer to the **dynamic footer height** (the player bar changes height minimized/expanded) so visuals stop cleanly above it; the clip line is also the lava rest line.
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- **Controls → seven knobs in an inline collapse/expand knob-bar.** Replaces the four: (1) waveform scroll speed [replaces resolution/zoom as a standalone control], (2) gradient rotation speed, (3) lava gravity, (4) lava heat, (5) blob density/size, (6) collision strength (soft mush→hard up-and-out throw), (7) **waveform width** [added in the Wave R2 eval — narrows the waveform band so the lava fluid has more room to move on loud/busy songs; scales the waveform's amplitude→width mapping and its collision boundary]. **NOT a popover or drawer — an in-flow controls container BETWEEN the back link (left) and the lava-lamp toggle (right)** on the detail top row (redesigned 2026-06-16, superseding the first realization). The first implementation read "inline collapse/expand" as an `position:absolute` bar floating under the lamp (`.mix-visualizer-controls-anchor`) — it clipped to a vertical sliver and read as a detached popover; **Daniel rejected it.** The redesign: `ReleaseDetailScaffold` gains a new optional **`TopRowCenter`** slot so the top row is `back | center-controls | lamp` (Track/Cut/Session supply neither → back-link-alone, reusability preserved); the seven `RadialKnob`s live in that center slot and **expand/collapse in the layout flow** (CSS width/opacity transition, container grows horizontally between back and lamp — **no `position:absolute`, no float, no overlay, no clipping, never overlaps the masthead/hero**). On narrow widths the container wraps in-flow to a second line / drops to the scaffold's `TopContent` band — never edge-clips. The lava-lamp icon button toggles a bound bool — no MudPopover/MudDrawer. Styled to **match the NowPlaying hero aesthetic** (the session-detail hero overlay — translucent dark glass, overlay-label typography, `Color.Secondary`). Also: overflow-clip the visualizer to the **dynamic footer height** (the player bar changes height minimized/expanded) so visuals stop cleanly above it; the clip line is also the lava rest line.
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**Plus: redraw the lava-lamp glyph.** The current `DDIcons.LavaLamp` is rejected (Daniel: "form is shit, colors are shit"). Redraw to the classic 1970s silhouette — a wide truncated-cone metal **base**, a bulbous→roundedly-pointed teardrop **glass body**, a small cone **cap** ("offset cones") — with **navy fluid + moss blobs** (the theme's blue+green, faithful to the reference and on-theme) and a neutral/metallic base+cap. Authored in `DeepDrftShared.Client/Common/DDIcons.cs` as inner SVG markup (no `<svg>` wrapper; 24×24 viewBox); body silhouette `currentColor`, the two accent fills are commented literals traced to their `DeepDrftPalettes` source (SVG cannot resolve `var()`).
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