docs(product): fold Mix Visualizer lava reframe under Phase 10 (Waves R1-R4); inline knob-bar + icon redraw
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@@ -200,6 +200,23 @@ Full design, renderer architecture, the four effects, acceptance criteria, and p
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**Wave 4 — detail-page polish + controls rework (presentation only; the final wave).** A UI/placement pass over the Mix detail page — **no renderer, state, bridge, or mapping change.** (1) The four controls move out of the always-visible row into a **popover** (`MudPopover`, `SharePopover`-idiom) opened by a new bespoke **lava-lamp icon button** anchored **top-right of the body, across from the `← Back` link** (recommend a new `TopRightAction` slot on `ReleaseDetailScaffold`, laid as a SpaceBetween row with the back link). (2) The lava-lamp SVG lives in `DeepDrftShared.Client/Common/DDIcons.cs` in the hand-rolled gas-lamp style (`currentColor`, 24×24 viewBox, raw-string const) — a recognizable lamp with two-three suspended blobs. (3) The four `MudSlider`s become four **`RadialKnob`s** (`DeepDrftShared.Client/Components/RadialKnob.razor`) **in a row in the popover**, each carrying its existing Material icon (`ZoomIn`/`BubbleChart`/`Air`/`Palette`) **as an adjacent `MudIcon` caption** — RadialKnob has **no icon slot** (its `Label` is SVG text), so icons sit beside each knob. Knobs bind `Value`/`ValueChanged` to the **unchanged** `MixVisualizerControlState` via the **same `OnXChanged` handlers + `NotifyChanged()` seam** the sliders use today (resolution via `MixZoomMapping` fraction; other three normalized [0,1]; `HoldValue=false` for live feel). (4) **Widen the Mix body** to match the Sessions detail page — `MudContainer MaxWidth="Large"` (~1280px, up from the scaffold's 760px), Mix-scoped so Track detail is unaffected. **Depends on Wave 3 merged** (the knobs drive the Wave 3 effects) and **supersedes the controls-row design** (`product-notes/mix-visualizer-webgl-renderer.md` §3 → §7). Read-only contract intact; no knob is a seek surface. Full design + acceptance: that spec's **§7**.
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### Phase 10 — Reframe (Lava): Waves R1–R4
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A **major reframe of the Mix visualizer's effects, controls, and color model**, folded **under this same Phase 10** as a reframe wave-set (**Waves R1–R4** — labelled to stay unambiguous against the landed Waves 1–4 above). It builds on the landed Phase 10 renderer infrastructure (pipeline, datum texture, playhead interp, bridge, widened body, lava-lamp trigger) but **replaces what it paints**. Daniel tested the Phase 10 effects end-to-end and rejected the visual result: the lava read as "giant disconnected circles," the colors drifted to cyan (an HSL saturation-boost artifact), and the waveform and lava read as two unrelated things sharing a canvas. The diagnosis (staff-engineer research pass) is that the rejected look is **structural to the effect approach, not a tuning miss**.
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**This supersedes the original Phase 10 (Waves 1–4) effects/controls/color design** — `product-notes/mix-visualizer-webgl-renderer.md` §4 (effects) and §7 (popover-controls) are marked superseded with a pointer to the reframe spec. The renderer *infrastructure* carries forward unchanged.
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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). At heat 0 the wax rests at the bottom and only collision moves it (collision always on, independent of heat); at heat max many bubbles rise/morph per second. **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 → six 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→hard). **NOT a popover or drawer — an inline collapse/expand knob-bar** (decided 2026-06-16): an `@if`-guarded **animated flex row of the six `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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**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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Heat→intensity and collision soft↔hard transfer functions are **staff-engineer tuning tasks** (endpoints fixed in the spec, formulas not). Full design, the wax-blob model, the collision model, the three-motion color model, the inline knob-bar, the icon redraw, observable acceptance criteria, and phasing: `product-notes/phase-10-mix-visualizer-lava-reframe.md`.
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**Sequenced as four reframe waves.** `Wave R1 → Wave R2 → (Wave R3 ‖ Wave R4)`. Wave R1 (de-noise + dynamic footer clip + icon redraw) is a cheap unblock for a clean substrate. Wave R2 (wax-blob physics + 2D collision) is the load-bearing prerequisite — prove the lava before the color and the UI. Wave R3 (OKLab three-color gradient, the three motions) and Wave R4 (six controls + NowPlaying-styled inline knob-bar + widened state to six properties + extended bridge handle) both depend on Wave R2 but are independent of each other. **Both prior open Daniel calls are now decided:** controls-UI is an inline collapse/expand knob-bar (not popover/drawer); per-segment color is mix-time-keyed.
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---
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## Phase 11 — Public Site Enhancements
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@@ -234,23 +251,6 @@ Sequenced as **seven waves**; the critical path is `11.A → 11.B → 11.C`, wit
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---
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## Phase 12 — Mix Visualizer Lava Reframe
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A **major reframe of the Mix visualizer's effects, controls, and color model**, building on the landed Phase 10 WebGL2 renderer infrastructure (pipeline, datum texture, playhead interp, bridge, widened body, lava-lamp trigger) but **replacing what it paints**. Daniel tested the Phase 10 effects end-to-end and rejected the visual result: the lava read as "giant disconnected circles," the colors drifted to cyan (an HSL saturation-boost artifact), and the waveform and lava read as two unrelated things sharing a canvas. The diagnosis (staff-engineer research pass) is that the rejected look is **structural to the effect approach, not a tuning miss**.
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**This supersedes the Phase 10 effects/controls/color design** — `product-notes/mix-visualizer-webgl-renderer.md` §4 (effects) and §7 (popover-controls) are marked superseded with a pointer to the new spec. The renderer *infrastructure* carries forward unchanged.
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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). At heat 0 the wax rests at the bottom and only collision moves it (collision always on, independent of heat); at heat max many bubbles rise/morph per second. **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** (implies per-segment color state — cleanest realization: key the sinusoid to mix-time so it travels by construction); (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 → six knobs in a flyout.** 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→hard). **NOT a popover — an extended flyout menu bar** (MudBlazor survey: recommend a horizontal `MudPopover` styled as a knob bar, or `MudDrawer Anchor="Bottom"` if Daniel wants the edge-slide motion — the one Daniel call worth making up front). The six `RadialKnob`s live in the flyout, 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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Heat→intensity and collision soft↔hard transfer functions are **staff-engineer tuning tasks** (endpoints fixed in the spec, formulas not). Full design, the wax-blob model, the collision model, the three-motion color model, the flyout survey, observable acceptance criteria, and phasing: `product-notes/phase-12-mix-visualizer-lava-reframe.md`.
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**Sequenced as four waves.** `Wave 1 → Wave 2 → (Wave 3 ‖ Wave 4)`. Wave 1 (de-noise + dynamic footer clip) is a cheap unblock for a clean substrate. Wave 2 (wax-blob physics + 2D collision) is the load-bearing prerequisite — prove the lava before the color and the UI. Wave 3 (OKLab three-color gradient, the three motions) and Wave 4 (six controls + NowPlaying-styled flyout + widened state to six properties + extended bridge handle) both depend on Wave 2 but are independent of each other. **Open Daniel call:** flyout primitive (popover-flyout vs. bottom drawer — spec §7b/§10).
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---
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## Working with this file
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- **Add items by extending an existing phase first**; only create a new phase when the addition genuinely doesn't fit any of 1–5. Phase numbers are organisational, not sequencing.
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