32 KiB
Architecture Reference
See also: composition.md · effects.md · scenes.md · shaders.md · inputs.md · optimization.md · troubleshooting.md
Grid System
Resolution Presets
RESOLUTION_PRESETS = {
"landscape": (1920, 1080), # 16:9 — YouTube, default
"portrait": (1080, 1920), # 9:16 — TikTok, Reels, Stories
"square": (1080, 1080), # 1:1 — Instagram feed
"ultrawide": (2560, 1080), # 21:9 — cinematic
"landscape4k":(3840, 2160), # 16:9 — 4K
"portrait4k": (2160, 3840), # 9:16 — 4K portrait
}
def get_resolution(preset="landscape", custom=None):
"""Returns (VW, VH) tuple."""
if custom:
return custom
return RESOLUTION_PRESETS.get(preset, RESOLUTION_PRESETS["landscape"])
Multi-Density Grids
Pre-initialize multiple grid sizes. Switch per section for visual variety. Grid dimensions auto-compute from resolution:
Landscape (1920x1080):
| Key | Font Size | Grid (cols x rows) | Use |
|---|---|---|---|
| xs | 8 | 400x108 | Ultra-dense data fields |
| sm | 10 | 320x83 | Dense detail, rain, starfields |
| md | 16 | 192x56 | Default balanced, transitions |
| lg | 20 | 160x45 | Quote/lyric text (readable at 1080p) |
| xl | 24 | 137x37 | Short quotes, large titles |
| xxl | 40 | 80x22 | Giant text, minimal |
Portrait (1080x1920):
| Key | Font Size | Grid (cols x rows) | Use |
|---|---|---|---|
| xs | 8 | 225x192 | Ultra-dense, tall data columns |
| sm | 10 | 180x148 | Dense detail, vertical rain |
| md | 16 | 112x100 | Default balanced |
| lg | 20 | 90x80 | Readable text (~30 chars/line centered) |
| xl | 24 | 75x66 | Short quotes, stacked |
| xxl | 40 | 45x39 | Giant text, minimal |
Square (1080x1080):
| Key | Font Size | Grid (cols x rows) | Use |
|---|---|---|---|
| sm | 10 | 180x83 | Dense detail |
| md | 16 | 112x56 | Default balanced |
| lg | 20 | 90x45 | Readable text |
Key differences in portrait mode:
- Fewer columns (90 at
lgvs 160) — lines must be shorter or wrap - Many more rows (80 at
lgvs 45) — vertical stacking is natural - Aspect ratio correction flips:
asp = cw / chstill works but the visual emphasis is vertical - Radial effects appear as tall ellipses unless corrected
- Vertical effects (rain, embers, fire columns) are naturally enhanced
- Horizontal effects (spectrum bars, waveforms) need rotation or compression
Grid sizing for text in portrait: Use lg (20px) for 2-3 word lines. Max comfortable line length is ~25-30 chars. For longer quotes, break aggressively into many short lines stacked vertically — portrait has vertical space to spare. xl (24px) works for single words or very short phrases.
Grid dimensions: cols = VW // cell_width, rows = VH // cell_height.
Font Selection
Don't hardcode a single font. Choose fonts to match the project's mood. Monospace fonts are required for grid alignment but vary widely in personality:
| Font | Personality | Platform |
|---|---|---|
| Menlo | Clean, neutral, Apple-native | macOS |
| Monaco | Retro terminal, compact | macOS |
| Courier New | Classic typewriter, wide | Cross-platform |
| SF Mono | Modern, tight spacing | macOS |
| Consolas | Windows native, clean | Windows |
| JetBrains Mono | Developer, ligature-ready | Install |
| Fira Code | Geometric, modern | Install |
| IBM Plex Mono | Corporate, authoritative | Install |
| Source Code Pro | Adobe, balanced | Install |
Font detection at init: probe available fonts and fall back gracefully:
import platform
def find_font(preferences):
"""Try fonts in order, return first that exists."""
for name, path in preferences:
if os.path.exists(path):
return path
raise FileNotFoundError(f"No monospace font found. Tried: {[p for _,p in preferences]}")
FONT_PREFS_MACOS = [
("Menlo", "/System/Library/Fonts/Menlo.ttc"),
("Monaco", "/System/Library/Fonts/Monaco.ttf"),
("SF Mono", "/System/Library/Fonts/SFNSMono.ttf"),
("Courier", "/System/Library/Fonts/Courier.ttc"),
]
FONT_PREFS_LINUX = [
("DejaVu Sans Mono", "/usr/share/fonts/truetype/dejavu/DejaVuSansMono.ttf"),
("Liberation Mono", "/usr/share/fonts/truetype/liberation/LiberationMono-Regular.ttf"),
("Noto Sans Mono", "/usr/share/fonts/truetype/noto/NotoSansMono-Regular.ttf"),
("Ubuntu Mono", "/usr/share/fonts/truetype/ubuntu/UbuntuMono-R.ttf"),
]
FONT_PREFS_WINDOWS = [
("Consolas", r"C:\Windows\Fonts\consola.ttf"),
("Courier New", r"C:\Windows\Fonts\cour.ttf"),
("Lucida Console", r"C:\Windows\Fonts\lucon.ttf"),
("Cascadia Code", os.path.expandvars(r"%LOCALAPPDATA%\Microsoft\Windows\Fonts\CascadiaCode.ttf")),
("Cascadia Mono", os.path.expandvars(r"%LOCALAPPDATA%\Microsoft\Windows\Fonts\CascadiaMono.ttf")),
]
def _get_font_prefs():
s = platform.system()
if s == "Darwin":
return FONT_PREFS_MACOS
elif s == "Windows":
return FONT_PREFS_WINDOWS
return FONT_PREFS_LINUX
FONT_PREFS = _get_font_prefs()
Multi-font rendering: use different fonts for different layers (e.g., monospace for background, a bolder variant for overlay text). Each GridLayer owns its own font:
grid_bg = GridLayer(find_font(FONT_PREFS), 16) # background
grid_text = GridLayer(find_font(BOLD_PREFS), 20) # readable text
Collecting All Characters
Before initializing grids, gather all characters that need bitmap pre-rasterization:
all_chars = set()
for pal in [PAL_DEFAULT, PAL_DENSE, PAL_BLOCKS, PAL_RUNE, PAL_KATA,
PAL_GREEK, PAL_MATH, PAL_DOTS, PAL_BRAILLE, PAL_STARS,
PAL_HALFFILL, PAL_HATCH, PAL_BINARY, PAL_MUSIC, PAL_BOX,
PAL_CIRCUIT, PAL_ARROWS, PAL_HERMES]: # ... all palettes used in project
all_chars.update(pal)
# Add any overlay text characters
all_chars.update("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789 .,-:;!?/|")
all_chars.discard(" ") # space is never rendered
GridLayer Initialization
Each grid pre-computes coordinate arrays for vectorized effect math. The grid automatically adapts to any resolution (landscape, portrait, square):
class GridLayer:
def __init__(self, font_path, font_size, vw=None, vh=None):
"""Initialize grid for any resolution.
vw, vh: video width/height in pixels. Defaults to global VW, VH."""
vw = vw or VW; vh = vh or VH
self.vw = vw; self.vh = vh
self.font = ImageFont.truetype(font_path, font_size)
asc, desc = self.font.getmetrics()
bbox = self.font.getbbox("M")
self.cw = bbox[2] - bbox[0] # character cell width
self.ch = asc + desc # CRITICAL: not textbbox height
self.cols = vw // self.cw
self.rows = vh // self.ch
self.ox = (vw - self.cols * self.cw) // 2 # centering
self.oy = (vh - self.rows * self.ch) // 2
# Aspect ratio metadata
self.aspect = vw / vh # >1 = landscape, <1 = portrait, 1 = square
self.is_portrait = vw < vh
self.is_landscape = vw > vh
# Index arrays
self.rr = np.arange(self.rows, dtype=np.float32)[:, None]
self.cc = np.arange(self.cols, dtype=np.float32)[None, :]
# Polar coordinates (aspect-corrected)
cx, cy = self.cols / 2.0, self.rows / 2.0
asp = self.cw / self.ch
self.dx = self.cc - cx
self.dy = (self.rr - cy) * asp
self.dist = np.sqrt(self.dx**2 + self.dy**2)
self.angle = np.arctan2(self.dy, self.dx)
# Normalized (0-1 range) -- for distance falloff
self.dx_n = (self.cc - cx) / max(self.cols, 1)
self.dy_n = (self.rr - cy) / max(self.rows, 1) * asp
self.dist_n = np.sqrt(self.dx_n**2 + self.dy_n**2)
# Pre-rasterize all characters to float32 bitmaps
self.bm = {}
for c in all_chars:
img = Image.new("L", (self.cw, self.ch), 0)
ImageDraw.Draw(img).text((0, 0), c, fill=255, font=self.font)
self.bm[c] = np.array(img, dtype=np.float32) / 255.0
Character Render Loop
The bottleneck. Composites pre-rasterized bitmaps onto pixel canvas:
def render(self, chars, colors, canvas=None):
if canvas is None:
canvas = np.zeros((VH, VW, 3), dtype=np.uint8)
for row in range(self.rows):
y = self.oy + row * self.ch
if y + self.ch > VH: break
for col in range(self.cols):
c = chars[row, col]
if c == " ": continue
x = self.ox + col * self.cw
if x + self.cw > VW: break
a = self.bm[c] # float32 bitmap
canvas[y:y+self.ch, x:x+self.cw] = np.maximum(
canvas[y:y+self.ch, x:x+self.cw],
(a[:, :, None] * colors[row, col]).astype(np.uint8))
return canvas
Use np.maximum for additive blending (brighter chars overwrite dimmer ones, never darken).
Multi-Layer Rendering
Render multiple grids onto the same canvas for depth:
canvas = np.zeros((VH, VW, 3), dtype=np.uint8)
canvas = grid_lg.render(bg_chars, bg_colors, canvas) # background layer
canvas = grid_md.render(main_chars, main_colors, canvas) # main layer
canvas = grid_sm.render(detail_chars, detail_colors, canvas) # detail overlay
Character Palettes
Design Principles
Character palettes are the primary visual texture of ASCII video. They control not just brightness mapping but the entire visual feel. Design palettes intentionally:
- Visual weight: characters sorted by the amount of ink/pixels they fill. Space is always index 0.
- Coherence: characters within a palette should belong to the same visual family.
- Density curve: the brightness-to-character mapping is nonlinear. Dense palettes (many chars) give smoother gradients; sparse palettes (5-8 chars) give posterized/graphic looks.
- Rendering compatibility: every character in the palette must exist in the font. Test at init and remove missing glyphs.
Palette Library
Organized by visual family. Mix and match per project -- don't default to PAL_DEFAULT for everything.
Density / Brightness Palettes
PAL_DEFAULT = " .`'-:;!><=+*^~?/|(){}[]#&$@%" # classic ASCII art
PAL_DENSE = " .:;+=xX$#@\u2588" # simple 11-level ramp
PAL_MINIMAL = " .:-=+#@" # 8-level, graphic
PAL_BINARY = " \u2588" # 2-level, extreme contrast
PAL_GRADIENT = " \u2591\u2592\u2593\u2588" # 4-level block gradient
Unicode Block Elements
PAL_BLOCKS = " \u2591\u2592\u2593\u2588\u2584\u2580\u2590\u258c" # standard blocks
PAL_BLOCKS_EXT = " \u2596\u2597\u2598\u2599\u259a\u259b\u259c\u259d\u259e\u259f\u2591\u2592\u2593\u2588" # quadrant blocks (more detail)
PAL_SHADE = " \u2591\u2592\u2593\u2588\u2587\u2586\u2585\u2584\u2583\u2582\u2581" # vertical fill progression
Symbolic / Thematic
PAL_MATH = " \u00b7\u2218\u2219\u2022\u00b0\u00b1\u2213\u00d7\u00f7\u2248\u2260\u2261\u2264\u2265\u221e\u222b\u2211\u220f\u221a\u2207\u2202\u2206\u03a9" # math symbols
PAL_BOX = " \u2500\u2502\u250c\u2510\u2514\u2518\u251c\u2524\u252c\u2534\u253c\u2550\u2551\u2554\u2557\u255a\u255d\u2560\u2563\u2566\u2569\u256c" # box drawing
PAL_CIRCUIT = " .\u00b7\u2500\u2502\u250c\u2510\u2514\u2518\u253c\u25cb\u25cf\u25a1\u25a0\u2206\u2207\u2261" # circuit board
PAL_RUNE = " .\u16a0\u16a2\u16a6\u16b1\u16b7\u16c1\u16c7\u16d2\u16d6\u16da\u16de\u16df" # elder futhark runes
PAL_ALCHEMIC = " \u2609\u263d\u2640\u2642\u2643\u2644\u2645\u2646\u2647\u2648\u2649\u264a\u264b" # planetary/alchemical symbols
PAL_ZODIAC = " \u2648\u2649\u264a\u264b\u264c\u264d\u264e\u264f\u2650\u2651\u2652\u2653" # zodiac
PAL_ARROWS = " \u2190\u2191\u2192\u2193\u2194\u2195\u2196\u2197\u2198\u2199\u21a9\u21aa\u21bb\u27a1" # directional arrows
PAL_MUSIC = " \u266a\u266b\u266c\u2669\u266d\u266e\u266f\u25cb\u25cf" # musical notation
Script / Writing System
PAL_KATA = " \u00b7\uff66\uff67\uff68\uff69\uff6a\uff6b\uff6c\uff6d\uff6e\uff6f\uff70\uff71\uff72\uff73\uff74\uff75\uff76\uff77" # katakana halfwidth (matrix rain)
PAL_GREEK = " \u03b1\u03b2\u03b3\u03b4\u03b5\u03b6\u03b7\u03b8\u03b9\u03ba\u03bb\u03bc\u03bd\u03be\u03c0\u03c1\u03c3\u03c4\u03c6\u03c8\u03c9" # Greek lowercase
PAL_CYRILLIC = " \u0430\u0431\u0432\u0433\u0434\u0435\u0436\u0437\u0438\u043a\u043b\u043c\u043d\u043e\u043f\u0440\u0441\u0442\u0443\u0444\u0445\u0446\u0447\u0448" # Cyrillic lowercase
PAL_ARABIC = " \u0627\u0628\u062a\u062b\u062c\u062d\u062e\u062f\u0630\u0631\u0632\u0633\u0634\u0635\u0636\u0637" # Arabic letters (isolated forms)
Dot / Point Progressions
PAL_DOTS = " ⋅∘∙●◉◎◆✦★" # dot size progression
PAL_BRAILLE = " ⠁⠂⠃⠄⠅⠆⠇⠈⠉⠊⠋⠌⠍⠎⠏⠐⠑⠒⠓⠔⠕⠖⠗⠘⠙⠚⠛⠜⠝⠞⠟⠿" # braille patterns
PAL_STARS = " ·✧✦✩✨★✶✳✸" # star progression
PAL_HALFFILL = " ◔◑◕◐◒◓◖◗◙" # directional half-fill progression
PAL_HATCH = " ▣▤▥▦▧▨▩" # crosshatch density ramp
Project-Specific (examples -- invent new ones per project)
PAL_HERMES = " .\u00b7~=\u2248\u221e\u26a1\u263f\u2726\u2605\u2295\u25ca\u25c6\u25b2\u25bc\u25cf\u25a0" # mythology/tech blend
PAL_OCEAN = " ~\u2248\u2248\u2248\u223c\u2307\u2248\u224b\u224c\u2248" # water/wave characters
PAL_ORGANIC = " .\u00b0\u2218\u2022\u25e6\u25c9\u2742\u273f\u2741\u2743" # growing/botanical
PAL_MACHINE = " _\u2500\u2502\u250c\u2510\u253c\u2261\u25a0\u2588\u2593\u2592\u2591" # mechanical/industrial
Creating Custom Palettes
When designing for a project, build palettes from the content's theme:
- Choose a visual family (dots, blocks, symbols, script)
- Sort by visual weight -- render each char at target font size, count lit pixels, sort ascending
- Test at target grid size -- some chars collapse to blobs at small sizes
- Validate in font -- remove chars the font can't render:
def validate_palette(pal, font):
"""Remove characters the font can't render."""
valid = []
for c in pal:
if c == " ":
valid.append(c)
continue
img = Image.new("L", (20, 20), 0)
ImageDraw.Draw(img).text((0, 0), c, fill=255, font=font)
if np.array(img).max() > 0: # char actually rendered something
valid.append(c)
return "".join(valid)
Mapping Values to Characters
def val2char(v, mask, pal=PAL_DEFAULT):
"""Map float array (0-1) to character array using palette."""
n = len(pal)
idx = np.clip((v * n).astype(int), 0, n - 1)
out = np.full(v.shape, " ", dtype="U1")
for i, ch in enumerate(pal):
out[mask & (idx == i)] = ch
return out
Nonlinear mapping for different visual curves:
def val2char_gamma(v, mask, pal, gamma=1.0):
"""Gamma-corrected palette mapping. gamma<1 = brighter, gamma>1 = darker."""
v_adj = np.power(np.clip(v, 0, 1), gamma)
return val2char(v_adj, mask, pal)
def val2char_step(v, mask, pal, thresholds):
"""Custom threshold mapping. thresholds = list of float breakpoints."""
out = np.full(v.shape, pal[0], dtype="U1")
for i, thr in enumerate(thresholds):
out[mask & (v > thr)] = pal[min(i + 1, len(pal) - 1)]
return out
Color System
HSV->RGB (Vectorized)
All color computation in HSV for intuitive control, converted at render time:
def hsv2rgb(h, s, v):
"""Vectorized HSV->RGB. h,s,v are numpy arrays. Returns (R,G,B) uint8 arrays."""
h = h % 1.0
c = v * s; x = c * (1 - np.abs((h*6) % 2 - 1)); m = v - c
# ... 6 sector assignment ...
return (np.clip((r+m)*255, 0, 255).astype(np.uint8),
np.clip((g+m)*255, 0, 255).astype(np.uint8),
np.clip((b+m)*255, 0, 255).astype(np.uint8))
Color Mapping Strategies
Don't default to a single strategy. Choose based on the visual intent:
| Strategy | Hue source | Effect | Good for |
|---|---|---|---|
| Angle-mapped | g.angle / (2*pi) |
Rainbow around center | Radial effects, kaleidoscopes |
| Distance-mapped | g.dist_n * 0.3 |
Gradient from center | Tunnels, depth effects |
| Frequency-mapped | f["cent"] * 0.2 |
Timbral color shifting | Audio-reactive |
| Value-mapped | val * 0.15 |
Brightness-dependent hue | Fire, heat maps |
| Time-cycled | t * rate |
Slow color rotation | Ambient, chill |
| Source-sampled | Video frame pixel colors | Preserve original color | Video-to-ASCII |
| Palette-indexed | Discrete color lookup | Flat graphic style | Retro, pixel art |
| Temperature | Blend between warm/cool | Emotional tone | Mood-driven scenes |
| Complementary | hue and hue + 0.5 |
High contrast | Bold, dramatic |
| Triadic | hue, hue + 0.33, hue + 0.66 |
Vibrant, balanced | Psychedelic |
| Analogous | hue +/- 0.08 |
Harmonious, subtle | Elegant, cohesive |
| Monochrome | Fixed hue, vary S and V | Restrained, focused | Noir, minimal |
Color Palettes (Discrete RGB)
For non-HSV workflows -- direct RGB color sets for graphic/retro looks:
# Named color palettes -- use for flat/graphic styles or per-character coloring
COLORS_NEON = [(255,0,102), (0,255,153), (102,0,255), (255,255,0), (0,204,255)]
COLORS_PASTEL = [(255,179,186), (255,223,186), (255,255,186), (186,255,201), (186,225,255)]
COLORS_MONO_GREEN = [(0,40,0), (0,80,0), (0,140,0), (0,200,0), (0,255,0)]
COLORS_MONO_AMBER = [(40,20,0), (80,50,0), (140,90,0), (200,140,0), (255,191,0)]
COLORS_CYBERPUNK = [(255,0,60), (0,255,200), (180,0,255), (255,200,0)]
COLORS_VAPORWAVE = [(255,113,206), (1,205,254), (185,103,255), (5,255,161)]
COLORS_EARTH = [(86,58,26), (139,90,43), (189,154,91), (222,193,136), (245,230,193)]
COLORS_ICE = [(200,230,255), (150,200,240), (100,170,230), (60,130,210), (30,80,180)]
COLORS_BLOOD = [(80,0,0), (140,10,10), (200,20,20), (255,50,30), (255,100,80)]
COLORS_FOREST = [(10,30,10), (20,60,15), (30,100,20), (50,150,30), (80,200,50)]
def rgb_palette_map(val, mask, palette):
"""Map float array (0-1) to RGB colors from a discrete palette."""
n = len(palette)
idx = np.clip((val * n).astype(int), 0, n - 1)
R = np.zeros(val.shape, dtype=np.uint8)
G = np.zeros(val.shape, dtype=np.uint8)
B = np.zeros(val.shape, dtype=np.uint8)
for i, (r, g, b) in enumerate(palette):
m = mask & (idx == i)
R[m] = r; G[m] = g; B[m] = b
return R, G, B
OKLAB Color Space (Perceptually Uniform)
HSV hue is perceptually non-uniform: green occupies far more visual range than blue. OKLAB / OKLCH provide perceptually even color steps — hue increments of 0.1 look equally different regardless of starting hue. Use OKLAB for:
- Gradient interpolation (no unwanted intermediate hues)
- Color harmony generation (perceptually balanced palettes)
- Smooth color transitions over time
# --- sRGB <-> Linear sRGB ---
def srgb_to_linear(c):
"""Convert sRGB [0,1] to linear light. c: float32 array."""
return np.where(c <= 0.04045, c / 12.92, ((c + 0.055) / 1.055) ** 2.4)
def linear_to_srgb(c):
"""Convert linear light to sRGB [0,1]."""
return np.where(c <= 0.0031308, c * 12.92, 1.055 * np.power(np.maximum(c, 0), 1/2.4) - 0.055)
# --- Linear sRGB <-> OKLAB ---
def linear_rgb_to_oklab(r, g, b):
"""Linear sRGB to OKLAB. r,g,b: float32 arrays [0,1].
Returns (L, a, b) where L=[0,1], a,b=[-0.4, 0.4] approx."""
l_ = 0.4122214708 * r + 0.5363325363 * g + 0.0514459929 * b
m_ = 0.2119034982 * r + 0.6806995451 * g + 0.1073969566 * b
s_ = 0.0883024619 * r + 0.2817188376 * g + 0.6299787005 * b
l_c = np.cbrt(l_); m_c = np.cbrt(m_); s_c = np.cbrt(s_)
L = 0.2104542553 * l_c + 0.7936177850 * m_c - 0.0040720468 * s_c
a = 1.9779984951 * l_c - 2.4285922050 * m_c + 0.4505937099 * s_c
b_ = 0.0259040371 * l_c + 0.7827717662 * m_c - 0.8086757660 * s_c
return L, a, b_
def oklab_to_linear_rgb(L, a, b):
"""OKLAB to linear sRGB. Returns (r, g, b) float32 arrays [0,1]."""
l_ = L + 0.3963377774 * a + 0.2158037573 * b
m_ = L - 0.1055613458 * a - 0.0638541728 * b
s_ = L - 0.0894841775 * a - 1.2914855480 * b
l_c = l_ ** 3; m_c = m_ ** 3; s_c = s_ ** 3
r = +4.0767416621 * l_c - 3.3077115913 * m_c + 0.2309699292 * s_c
g = -1.2684380046 * l_c + 2.6097574011 * m_c - 0.3413193965 * s_c
b_ = -0.0041960863 * l_c - 0.7034186147 * m_c + 1.7076147010 * s_c
return np.clip(r, 0, 1), np.clip(g, 0, 1), np.clip(b_, 0, 1)
# --- Convenience: sRGB uint8 <-> OKLAB ---
def rgb_to_oklab(R, G, B):
"""sRGB uint8 arrays to OKLAB."""
r = srgb_to_linear(R.astype(np.float32) / 255.0)
g = srgb_to_linear(G.astype(np.float32) / 255.0)
b = srgb_to_linear(B.astype(np.float32) / 255.0)
return linear_rgb_to_oklab(r, g, b)
def oklab_to_rgb(L, a, b):
"""OKLAB to sRGB uint8 arrays."""
r, g, b_ = oklab_to_linear_rgb(L, a, b)
R = np.clip(linear_to_srgb(r) * 255, 0, 255).astype(np.uint8)
G = np.clip(linear_to_srgb(g) * 255, 0, 255).astype(np.uint8)
B = np.clip(linear_to_srgb(b_) * 255, 0, 255).astype(np.uint8)
return R, G, B
# --- OKLCH (cylindrical form of OKLAB) ---
def oklab_to_oklch(L, a, b):
"""OKLAB to OKLCH. Returns (L, C, H) where H is in [0, 1] (normalized)."""
C = np.sqrt(a**2 + b**2)
H = (np.arctan2(b, a) / (2 * np.pi)) % 1.0
return L, C, H
def oklch_to_oklab(L, C, H):
"""OKLCH to OKLAB. H in [0, 1]."""
angle = H * 2 * np.pi
a = C * np.cos(angle)
b = C * np.sin(angle)
return L, a, b
Gradient Interpolation (OKLAB vs HSV)
Interpolating colors through OKLAB avoids the hue detours that HSV produces:
def lerp_oklab(color_a, color_b, t_array):
"""Interpolate between two sRGB colors through OKLAB.
color_a, color_b: (R, G, B) tuples 0-255
t_array: float32 array [0,1] — interpolation parameter per pixel.
Returns (R, G, B) uint8 arrays."""
La, aa, ba = rgb_to_oklab(
np.full_like(t_array, color_a[0], dtype=np.uint8),
np.full_like(t_array, color_a[1], dtype=np.uint8),
np.full_like(t_array, color_a[2], dtype=np.uint8))
Lb, ab, bb = rgb_to_oklab(
np.full_like(t_array, color_b[0], dtype=np.uint8),
np.full_like(t_array, color_b[1], dtype=np.uint8),
np.full_like(t_array, color_b[2], dtype=np.uint8))
L = La + (Lb - La) * t_array
a = aa + (ab - aa) * t_array
b = ba + (bb - ba) * t_array
return oklab_to_rgb(L, a, b)
def lerp_oklch(color_a, color_b, t_array, short_path=True):
"""Interpolate through OKLCH (preserves chroma, smooth hue path).
short_path: take the shorter arc around the hue wheel."""
La, aa, ba = rgb_to_oklab(
np.full_like(t_array, color_a[0], dtype=np.uint8),
np.full_like(t_array, color_a[1], dtype=np.uint8),
np.full_like(t_array, color_a[2], dtype=np.uint8))
Lb, ab, bb = rgb_to_oklab(
np.full_like(t_array, color_b[0], dtype=np.uint8),
np.full_like(t_array, color_b[1], dtype=np.uint8),
np.full_like(t_array, color_b[2], dtype=np.uint8))
L1, C1, H1 = oklab_to_oklch(La, aa, ba)
L2, C2, H2 = oklab_to_oklch(Lb, ab, bb)
# Shortest hue path
if short_path:
dh = H2 - H1
dh = np.where(dh > 0.5, dh - 1.0, np.where(dh < -0.5, dh + 1.0, dh))
H = (H1 + dh * t_array) % 1.0
else:
H = H1 + (H2 - H1) * t_array
L = L1 + (L2 - L1) * t_array
C = C1 + (C2 - C1) * t_array
Lout, aout, bout = oklch_to_oklab(L, C, H)
return oklab_to_rgb(Lout, aout, bout)
Color Harmony Generation
Auto-generate harmonious palettes from a seed color:
def harmony_complementary(seed_rgb):
"""Two colors: seed + opposite hue."""
L, a, b = rgb_to_oklab(np.array([seed_rgb[0]]), np.array([seed_rgb[1]]), np.array([seed_rgb[2]]))
_, C, H = oklab_to_oklch(L, a, b)
return [seed_rgb, _oklch_to_srgb_tuple(L[0], C[0], (H[0] + 0.5) % 1.0)]
def harmony_triadic(seed_rgb):
"""Three colors: seed + two at 120-degree offsets."""
L, a, b = rgb_to_oklab(np.array([seed_rgb[0]]), np.array([seed_rgb[1]]), np.array([seed_rgb[2]]))
_, C, H = oklab_to_oklch(L, a, b)
return [seed_rgb,
_oklch_to_srgb_tuple(L[0], C[0], (H[0] + 0.333) % 1.0),
_oklch_to_srgb_tuple(L[0], C[0], (H[0] + 0.667) % 1.0)]
def harmony_analogous(seed_rgb, spread=0.08, n=5):
"""N colors spread evenly around seed hue."""
L, a, b = rgb_to_oklab(np.array([seed_rgb[0]]), np.array([seed_rgb[1]]), np.array([seed_rgb[2]]))
_, C, H = oklab_to_oklch(L, a, b)
offsets = np.linspace(-spread * (n-1)/2, spread * (n-1)/2, n)
return [_oklch_to_srgb_tuple(L[0], C[0], (H[0] + off) % 1.0) for off in offsets]
def harmony_split_complementary(seed_rgb, split=0.08):
"""Three colors: seed + two flanking the complement."""
L, a, b = rgb_to_oklab(np.array([seed_rgb[0]]), np.array([seed_rgb[1]]), np.array([seed_rgb[2]]))
_, C, H = oklab_to_oklch(L, a, b)
comp = (H[0] + 0.5) % 1.0
return [seed_rgb,
_oklch_to_srgb_tuple(L[0], C[0], (comp - split) % 1.0),
_oklch_to_srgb_tuple(L[0], C[0], (comp + split) % 1.0)]
def harmony_tetradic(seed_rgb):
"""Four colors: two complementary pairs at 90-degree offset."""
L, a, b = rgb_to_oklab(np.array([seed_rgb[0]]), np.array([seed_rgb[1]]), np.array([seed_rgb[2]]))
_, C, H = oklab_to_oklch(L, a, b)
return [seed_rgb,
_oklch_to_srgb_tuple(L[0], C[0], (H[0] + 0.25) % 1.0),
_oklch_to_srgb_tuple(L[0], C[0], (H[0] + 0.5) % 1.0),
_oklch_to_srgb_tuple(L[0], C[0], (H[0] + 0.75) % 1.0)]
def _oklch_to_srgb_tuple(L, C, H):
"""Helper: single OKLCH -> sRGB (R,G,B) int tuple."""
La = np.array([L]); Ca = np.array([C]); Ha = np.array([H])
Lo, ao, bo = oklch_to_oklab(La, Ca, Ha)
R, G, B = oklab_to_rgb(Lo, ao, bo)
return (int(R[0]), int(G[0]), int(B[0]))
OKLAB Hue Fields
Drop-in replacements for hf_* generators that produce perceptually uniform hue variation:
def hf_oklch_angle(offset=0.0, chroma=0.12, lightness=0.7):
"""OKLCH hue mapped to angle from center. Perceptually uniform rainbow.
Returns (R, G, B) uint8 color array instead of a float hue.
NOTE: Use with _render_vf_rgb() variant, not standard _render_vf()."""
def fn(g, f, t, S):
H = (g.angle / (2 * np.pi) + offset + t * 0.05) % 1.0
L = np.full_like(H, lightness)
C = np.full_like(H, chroma)
Lo, ao, bo = oklch_to_oklab(L, C, H)
R, G, B = oklab_to_rgb(Lo, ao, bo)
return mkc(R, G, B, g.rows, g.cols)
return fn
Compositing Helpers
def mkc(R, G, B, rows, cols):
"""Pack 3 uint8 arrays into (rows, cols, 3) color array."""
o = np.zeros((rows, cols, 3), dtype=np.uint8)
o[:,:,0] = R; o[:,:,1] = G; o[:,:,2] = B
return o
def layer_over(base_ch, base_co, top_ch, top_co):
"""Composite top layer onto base. Non-space chars overwrite."""
m = top_ch != " "
base_ch[m] = top_ch[m]; base_co[m] = top_co[m]
return base_ch, base_co
def layer_blend(base_co, top_co, alpha):
"""Alpha-blend top color layer onto base. alpha is float array (0-1) or scalar."""
if isinstance(alpha, (int, float)):
alpha = np.full(base_co.shape[:2], alpha, dtype=np.float32)
a = alpha[:,:,None]
return np.clip(base_co * (1 - a) + top_co * a, 0, 255).astype(np.uint8)
def stamp(ch, co, text, row, col, color=(255,255,255)):
"""Write text string at position."""
for i, c in enumerate(text):
cc = col + i
if 0 <= row < ch.shape[0] and 0 <= cc < ch.shape[1]:
ch[row, cc] = c; co[row, cc] = color
Section System
Map time ranges to effect functions + shader configs + grid sizes:
SECTIONS = [
(0.0, "void"), (3.94, "starfield"), (21.0, "matrix"),
(46.0, "drop"), (130.0, "glitch"), (187.0, "outro"),
]
FX_DISPATCH = {"void": fx_void, "starfield": fx_starfield, ...}
SECTION_FX = {"void": {"vignette": 0.3, "bloom": 170}, ...}
SECTION_GRID = {"void": "md", "starfield": "sm", "drop": "lg", ...}
SECTION_MIRROR = {"drop": "h", "bass_rings": "quad"}
def get_section(t):
sec = SECTIONS[0][1]
for ts, name in SECTIONS:
if t >= ts: sec = name
return sec
Parallel Encoding
Split frames across N workers. Each pipes raw RGB to its own ffmpeg subprocess:
def render_batch(batch_id, frame_start, frame_end, features, seg_path):
r = Renderer()
cmd = ["ffmpeg", "-y", "-f", "rawvideo", "-pix_fmt", "rgb24",
"-s", f"{VW}x{VH}", "-r", str(FPS), "-i", "pipe:0",
"-c:v", "libx264", "-preset", "fast", "-crf", "18",
"-pix_fmt", "yuv420p", seg_path]
# CRITICAL: stderr to file, not pipe
stderr_fh = open(os.path.join(workdir, f"err_{batch_id:02d}.log"), "w")
pipe = subprocess.Popen(cmd, stdin=subprocess.PIPE,
stdout=subprocess.DEVNULL, stderr=stderr_fh)
for fi in range(frame_start, frame_end):
t = fi / FPS
sec = get_section(t)
f = {k: float(features[k][fi]) for k in features}
ch, co = FX_DISPATCH[sec](r, f, t)
canvas = r.render(ch, co)
canvas = apply_mirror(canvas, sec, f)
canvas = apply_shaders(canvas, sec, f, t)
pipe.stdin.write(canvas.tobytes())
pipe.stdin.close()
pipe.wait()
stderr_fh.close()
Concatenate segments + mux audio:
# Write concat file
with open(concat_path, "w") as cf:
for seg in segments:
cf.write(f"file '{seg}'\n")
subprocess.run(["ffmpeg", "-y", "-f", "concat", "-safe", "0", "-i", concat_path,
"-i", audio_path, "-c:v", "copy", "-c:a", "aac", "-b:a", "192k",
"-shortest", output_path])
Effect Function Contract
v2 Protocol (Current)
Every scene function: (r, f, t, S) -> canvas_uint8 — where r = Renderer, f = features dict, t = time float, S = persistent state dict
def fx_example(r, f, t, S):
"""Scene function returns a full pixel canvas (uint8 H,W,3).
Scenes have full control over multi-grid rendering and pixel-level composition.
"""
# Render multiple layers at different grid densities
canvas_a = _render_vf(r, "md", vf_plasma, hf_angle(0.0), PAL_DENSE, f, t, S)
canvas_b = _render_vf(r, "sm", vf_vortex, hf_time_cycle(0.1), PAL_RUNE, f, t, S)
# Pixel-level blend
result = blend_canvas(canvas_a, canvas_b, "screen", 0.8)
return result
See references/scenes.md for the full scene protocol, the Renderer class, _render_vf() helper, and complete scene examples.
See references/composition.md for blend modes, tone mapping, feedback buffers, and multi-grid composition.
v1 Protocol (Legacy)
Simple scenes that use a single grid can still return (chars, colors) and let the caller handle rendering, but the v2 canvas protocol is preferred for all new code.
def fx_simple(r, f, t, S):
g = r.get_grid("md")
val = np.sin(g.dist * 0.1 - t * 3) * f.get("bass", 0.3) * 2
val = np.clip(val, 0, 1); mask = val > 0.03
ch = val2char(val, mask, PAL_DEFAULT)
R, G, B = hsv2rgb(np.full_like(val, 0.6), np.full_like(val, 0.7), val)
co = mkc(R, G, B, g.rows, g.cols)
return g.render(ch, co) # returns canvas directly
Persistent State
Effects that need state across frames (particles, rain columns) use the S dict parameter (which is r.S — same object, but passed explicitly for clarity):
def fx_with_state(r, f, t, S):
if "particles" not in S:
S["particles"] = initialize_particles()
update_particles(S["particles"])
# ...
State persists across frames within a single scene/clip. Each worker process (and each scene) gets its own independent state.
Helper Functions
def hsv2rgb_scalar(h, s, v):
"""Single-value HSV to RGB. Returns (R, G, B) tuple of ints 0-255."""
h = h % 1.0
c = v * s; x = c * (1 - abs((h * 6) % 2 - 1)); m = v - c
if h * 6 < 1: r, g, b = c, x, 0
elif h * 6 < 2: r, g, b = x, c, 0
elif h * 6 < 3: r, g, b = 0, c, x
elif h * 6 < 4: r, g, b = 0, x, c
elif h * 6 < 5: r, g, b = x, 0, c
else: r, g, b = c, 0, x
return (int((r+m)*255), int((g+m)*255), int((b+m)*255))
def log(msg):
"""Print timestamped log message."""
print(msg, flush=True)