/* ============================================================
proof1-render.mjs — PROOF 1: the lit chamber, split into planes.
Takes the locked golden merge composition (REFINED_Backlit7,
the mirror event, uniform-lace merge) and emits it as SEPARATE
transparent planes for a backlit acrylic stack, plus a manifest
and a parallax/backlight simulator to art-direct the depth
BEFORE committing to print.
Plane map (deepest → nearest), causal depth cause→world→evidence:
1 sun faded disk · pure transmitted colour · zero white
2 sea-far sheet[0]
3 sea-mid sheet[1]
4 sea-near sheet[2]
5 event-halo merged bubbles, blurred by the air gap (glow)
6 event-core merged bubbles, sharp · white underlay
+ front-glass grain + aging (the surface, multiply)
Golden frame (φ) is preserved and FLOATED in an A3 sheet later;
this stage renders the art square only.
Usage: node tools/proof1-render.mjs [width]
→ fable/Proof1/
============================================================ */
import { writeFileSync, mkdirSync } from 'node:fs';
import { carpetSVG } from '../src/qft/carpet.js';
import { generateScene } from '../src/scene/scene.js';
import { renderSVG } from '../src/render/svgVector.js';
import { paramsFromSeed as bcParams } from '../src/scene/params.js';
import { GROUPS, TOGGLES, FIXED } from '../src/ui/controls.js';
import { sampleBubbles, depthFactors } from '../src/scene/bubbles.js';
import { makeRng } from '../src/rng.js';
const PHI = (1 + Math.sqrt(5)) / 2;
const IP = 1 / PHI, IP2 = 1 / (PHI * PHI);
const W = +(process.argv[2] || 1001);
const H = Math.round(W * PHI); // golden portrait
const OUT = 'fable/Proof3';
mkdirSync(OUT, { recursive: true });
const u = Math.min(W, H) / 1000;
const dataUri = (svg) => 'data:image/svg+xml;base64,' + Buffer.from(svg).toString('base64');
/* ---- golden armature (identical to REFINED_Backlit7) ---- */
const SEED = 'MESON-5113';
const SEED_EVENT = `${SEED}#03`; // the chosen mirror event
const BUBOP = +(process.env.BUBOP ?? 0.5); // mid of the 45→55 band
const HORIZON_F = IP2;
const HY = HORIZON_F * H, SKY_H = HY;
const S_SCALE = (Math.min(W, H) / 2) * (1 - 0.02);
const XL = IP2 * W, XR = IP * W;
const SUN = { x: XR, y: IP * SKY_H }; // mirror: sun on the RIGHT line
const SUN_R = IP2 * SKY_H;
const VERTEX = { x: XL, y: HY }; // mirror: vertex on the LEFT line
const TRACE_ZOOM = 2.1;
/* ---- textures ---- */
function grainSVG(o = {}) {
const { seed = 19, tone = [38, 32, 26], amount = 0.5 } = o;
const t = tone.map(v => (v / 255).toFixed(3));
return ``;
}
function agingSVG(o = {}) {
const { seed = 5, scratches = 8, dust = 0.6, foxing = 0.62, tone = [60, 48, 34] } = o;
const t = tone.map(v => (v / 255).toFixed(3));
let lines = '';
// deterministic scratch scatter without Math.random (seeded LCG)
let s = seed * 2654435761 >>> 0;
const rnd = () => ((s = (s * 1664525 + 1013904223) >>> 0) / 4294967296);
for (let i = 0; i < scratches; i++) {
const x = rnd() * W, y0 = rnd() * H * 0.4, len = (0.3 + rnd() * 0.6) * H;
const x2 = x + (rnd() - 0.5) * 40, y2 = y0 + len;
lines += ``;
}
return ``;
}
/* ---- golden sea deck (equal-line, φ waves) ---- */
function deck() {
const base = {
mode: 'plate', width: W, height: H, horizon: HORIZON_F,
wFar: 0.5, wNear: 0.5 * PHI, overlap: PHI,
rows: 48, mound: 0.4, sat: 0.58, lightNear: 0.33, lightFar: 0.56,
chaos: 0.82, blips: 1.5,
};
const lerp = (a, b, t) => a + (b - a) * t;
const strokes = [{ near: 2.6, far: 1.0 }, { near: 1.6, far: 0.6 }, { near: 1.0, far: 0.38 }];
return [0, 1, 2].map(i => {
const t = i / 2;
return carpetSVG(H, { ...base, salt: 'mfield' + i,
hue: lerp(0.55, 0.47, t), hue2: lerp(0.55, 0.47, t) + 0.035,
chaos: lerp(0.82 * 0.8, 0.82, t),
strokeNear: strokes[i].near * 1.35, strokeFar: strokes[i].far * 1.35 });
});
}
/* ---- event params (merge, delicate, golden-placed) ---- */
function bcAssembleParams() {
const p = { ...FIXED, ...bcParams(SEED) };
for (const g of GROUPS) for (const c of g.controls) if (!(c.id in p)) p[c.id] = c.value;
for (const t of TOGGLES) if (!(t.id in p)) p[t.id] = t.value;
Object.assign(p, {
invert: true, transparentPaper: true, vign: 0,
showHeader: false, showBoundary: false, showFiducials: false,
annotate: 0, reseau: 0, filmEdge: false, splice: false, artifacts: 0,
palette: 'magbeta', saturation: 1.0,
diskBubbles: false, diskPressure: 0.9, diskSoften: 1.4,
shockStriations: 1.0, diskHollow: 1.0,
depth: 0.3, aging: 0.28,
eventX: 0, eventY: 0, shockX: 0, shockY: 0,
sweepers: 5, primaries: 17, eloss: 0.34, deltaRate: 0.8,
bgEvents: 2,
shockSize: SUN_R / S_SCALE, shockIntensity: 0.8,
size: 1.6,
bubbleHollow: 1, bubbleWeight: 0.7, bubbleSoft: 0.7, bubbleMerge: 1,
bubbleOpacity: BUBOP,
canvasW: W, canvasH: H,
seed: SEED_EVENT,
});
return p;
}
/* ---- render the source images ---- */
const p = bcAssembleParams();
const scene = generateScene(p);
const bare = { ...scene, instrument: null, artifacts: null, media: null };
const eventBase = { ...p, emit: ['bubble'], originX: VERTEX.x, originY: VERTEX.y, sceneZoom: TRACE_ZOOM };
const SCATTER = 0.32;
const NP = 7; // particle time-shells p1..p7
// EQUAL-COUNT bands: sample the exact bubble stream renderSVG will use (same
// seed/track order/params) to get the life distribution, then split it at
// count-quantiles so every shell carries ~the same number of bubbles (dense
// late betas no longer overweight the front shells).
function equalCountEdges(n) {
const rng = makeRng(p.seed, 'bubbles');
const lives = [];
for (const track of scene.tracks) {
if (track.pts.length < 2) continue;
const df = depthFactors(track, p);
for (const b of sampleBubbles({ ...track, sizeScale: df.sizeScale }, p, rng)) lives.push(b.life);
}
lives.sort((a, b) => a - b);
const edges = [0];
for (let i = 1; i < n; i++) edges.push(lives[Math.floor(i / n * lives.length)]);
edges.push(1.001);
return edges;
}
const EDGES = equalCountEdges(NP);
// UN-MUD: as a shell ages toward the FRONT (t→1), draw the bubble CENTRE down
// (core→0, transparent) and CRISP the rim (soft→thin, peak→bright) so dense
// violet deaths read as a lace of popping rings, not filled mud. Back/birth
// shells stay soft and full.
const lerp = (a, b, t) => a + (b - a) * t;
const shellParams = (i) => {
const t = NP > 1 ? i / (NP - 1) : 0;
return {
bubbleCore: lerp(0.72, 0.05, t), // centre empties toward the front
bubbleSoft: lerp(0.75, 0.14, t), // rim thins/crisps toward the front
bubbleMergePeak: lerp(0.86, 0.99, t), // rim brightens/pops toward the front
bubbleScatter: SCATTER,
};
};
const evt = (band, extra = {}) => renderSVG({ ...bare, tracks: scene.tracks, shock: null },
band ? { ...eventBase, bubbleBand: band, ...extra } : eventBase, W);
const tracksAll = evt(null); // glow = whole event, blurred deep
const P = []; // P[i] = shell i (p(i+1)), birth→death
for (let i = 0; i < NP; i++) P.push(evt([EDGES[i], EDGES[i + 1]], shellParams(i)));
const diskImg = renderSVG({ ...bare, tracks: [], shock: scene.shock },
{ ...p, emit: ['disk'], originX: SUN.x, originY: SUN.y }, W);
const sheets = deck();
const grain = grainSVG({ amount: 0.52 });
const aging = agingSVG({ seed: 8 });
/* ---- write each plane as a transparent SVG (art square only) ---- */
const planeSVG = (inner) =>
``;
const IMG = (svg) => ``;
// grain+aging combined onto one front-glass texture (multiply handled in sim)
const frontGlass = planeSVG(
`${IMG(aging)}${IMG(grain)}`);
// SEA on THREE individual plates (own internal parallax), FULL opacity so the
// rearmost (sea-far) stays visible — real air gaps carry depth, not opacity
// dimming. Thin wave-lines get minimal blur (they dissolve under it).
//
// ORDER (deep → near): sun · event-GLOW (submerged afterimage) · SEA ×3 ·
// event BIRTH/LIFE/DEATH · glass. The sea is a VEIL between the event's ghost
// (its light, held under the water) and its body (the fresh bubbles above it).
// sun +50%: a 0.7-opacity second pass lifts the faint hollow sun. sea −30% (0.7).
const sunPlane = planeSVG(`${IMG(diskImg)}${IMG(diskImg)}`);
const pPlane = (i) => planeSVG(IMG(P[i]));
// PROOF3 layer order (deep → near), thin stacked sheets:
// sun · glow · wave1 · p1 · wave2 · p2 · wave3 · p3 · p4 · p5 · p6 · p7 · grain
// The sea threads through the EARLY (birth) shells; the later (death) shells
// stack in front of the water. Each particle shell is one step older in time.
const zBubBlur = [0.8, 0.7, 0.55, 0.45, 0.35, 0.2, 0.0]; // p1..p7: deeper = softer
const pWhite = ['none', 'none', 'trace', 'trace', 'trace', 'under', 'under'];
const PLANES = [
{ id: 'sun', file: 'plane-01-sun.svg', z: 0, blur: 1.4, dim: 1.0, white: 'none', glow: 1.0, svg: sunPlane },
{ id: 'glow', file: 'plane-02-glow.svg', z: 5, blur: 2.6, dim: 0.85, white: 'none', glow: 0.9, svg: planeSVG(IMG(tracksAll)) },
{ id: 'wave1', file: 'plane-03-wave1.svg', z: 10, blur: 0.9, dim: 0.7, white: 'none', glow: 0.8, svg: planeSVG(IMG(sheets[0])) },
{ id: 'p1', file: 'plane-04-p1.svg', z: 14, blur: zBubBlur[0], dim: 1.0, white: pWhite[0], glow: 0.8, svg: pPlane(0) },
{ id: 'wave2', file: 'plane-05-wave2.svg', z: 18, blur: 0.5, dim: 0.7, white: 'trace', glow: 0.7, svg: planeSVG(IMG(sheets[1])) },
{ id: 'p2', file: 'plane-06-p2.svg', z: 22, blur: zBubBlur[1], dim: 1.0, white: pWhite[1], glow: 0.7, svg: pPlane(1) },
{ id: 'wave3', file: 'plane-07-wave3.svg', z: 26, blur: 0.2, dim: 0.7, white: 'trace', glow: 0.7, svg: planeSVG(IMG(sheets[2])) },
{ id: 'p3', file: 'plane-08-p3.svg', z: 30, blur: zBubBlur[2], dim: 1.0, white: pWhite[2], glow: 0.6, svg: pPlane(2) },
{ id: 'p4', file: 'plane-09-p4.svg', z: 34, blur: zBubBlur[3], dim: 1.0, white: pWhite[3], glow: 0.5, svg: pPlane(3) },
{ id: 'p5', file: 'plane-10-p5.svg', z: 38, blur: zBubBlur[4], dim: 1.0, white: pWhite[4], glow: 0.4, svg: pPlane(4) },
{ id: 'p6', file: 'plane-11-p6.svg', z: 42, blur: zBubBlur[5], dim: 1.0, white: pWhite[5], glow: 0.35, svg: pPlane(5) },
{ id: 'p7', file: 'plane-12-p7.svg', z: 46, blur: zBubBlur[6], dim: 1.0, white: pWhite[6], glow: 0.3, svg: pPlane(6) },
{ id: 'film-grain', file: 'plane-13-film-grain.svg', z: 46, blur: 0.0, dim: 1.0, white: 'none', glow: 0.0, blend: 'multiply', svg: frontGlass },
];
for (const pl of PLANES) writeFileSync(`${OUT}/${pl.file}`, pl.svg);
const manifest = {
piece: 'Proof3 — the lit chamber (equal-count shells, ring-pop)',
source: 'REFINED_Backlit7 merge (mirror event, uniform-lace)',
seed: SEED_EVENT, bubbleOpacity: BUBOP,
art: { w: W, h: H, ratio: 'phi (golden portrait)' },
sheet: { w_mm: 330, h_mm: 420, note: 'A3 — golden art square floated, clear margins = lit void' },
gaps_mm: 'plane z is nominal; two scales: ~3mm within a sheet, ~9mm between',
planes: PLANES.map(({ svg, ...rest }) => rest),
};
writeFileSync(`${OUT}/manifest.json`, JSON.stringify(manifest, null, 2));
/* ---- the backlit parallax simulator ---- */
const planesJSON = JSON.stringify(PLANES.map(({ svg, ...r }) => r));
writeFileSync(`${OUT}/simulator.html`, `
Proof3 · lit chamber — backlit parallax
`);
console.log(`PROOF3 — ${W}×${H} (φ) — ${PLANES.length} planes → ${OUT}/`);
for (const pl of PLANES) console.log(` ${pl.file.padEnd(26)} z=${pl.z}mm blur=${pl.blur} white=${pl.white}`);
console.log(`manifest -> ${OUT}/manifest.json`);
console.log(`simulator -> ${OUT}/simulator.html`);