48 KiB
Shader Pipeline & Composable Effects
Post-processing effects applied to the pixel canvas (numpy uint8 array, shape (H,W,3)) after character rendering and before encoding. Also covers pixel-level blend modes, feedback buffers, and the ShaderChain compositor.
See also: composition.md (blend modes, tonemap) · effects.md · scenes.md · architecture.md · optimization.md · troubleshooting.md
Blend modes: For the 20 pixel blend modes and
blend_canvas(), seecomposition.md. All blending usesblend_canvas(base, top, mode, opacity).
Design Philosophy
The shader pipeline turns raw ASCII renders into cinematic output. The system is designed for composability — every shader, blend mode, and feedback transform is an independent building block. Combining them creates infinite visual variety from a small set of primitives.
Choose shaders that reinforce the mood:
- Retro terminal: CRT + scanlines + grain + green/amber tint
- Clean modern: light bloom + subtle vignette only
- Glitch art: heavy chromatic aberration + glitch bands + color wobble + pixel sort
- Cinematic: bloom + vignette + grain + color grade
- Dreamy: heavy bloom + soft focus + color wobble + low contrast
- Harsh/industrial: high contrast + grain + scanlines + no bloom
- Psychedelic: color wobble + chromatic + kaleidoscope mirror + high saturation + feedback with hue shift
- Data corruption: pixel sort + data bend + block glitch + posterize
- Recursive/infinite: feedback buffer with zoom + screen blend + hue shift
Pixel-Level Blend Modes
All operate on float32 [0,1] canvases for precision. Use blend_canvas(base, top, mode, opacity) which handles uint8 <-> float conversion.
Available Modes
BLEND_MODES = {
"normal": lambda a, b: b,
"add": lambda a, b: np.clip(a + b, 0, 1),
"subtract": lambda a, b: np.clip(a - b, 0, 1),
"multiply": lambda a, b: a * b,
"screen": lambda a, b: 1 - (1-a)*(1-b),
"overlay": # 2*a*b if a<0.5, else 1-2*(1-a)*(1-b)
"softlight": lambda a, b: (1-2*b)*a*a + 2*b*a,
"hardlight": # like overlay but keyed on b
"difference": lambda a, b: abs(a - b),
"exclusion": lambda a, b: a + b - 2*a*b,
"colordodge": lambda a, b: a / (1-b),
"colorburn": lambda a, b: 1 - (1-a)/b,
"linearlight": lambda a, b: a + 2*b - 1,
"vividlight": # burn if b<0.5, dodge if b>=0.5
"pin_light": # min(a,2b) if b<0.5, max(a,2b-1) if b>=0.5
"hard_mix": lambda a, b: 1 if a+b>=1 else 0,
"lighten": lambda a, b: max(a, b),
"darken": lambda a, b: min(a, b),
"grain_extract": lambda a, b: a - b + 0.5,
"grain_merge": lambda a, b: a + b - 0.5,
}
Usage
def blend_canvas(base, top, mode="normal", opacity=1.0):
"""Blend two uint8 canvases (H,W,3) using a named blend mode + opacity."""
af = base.astype(np.float32) / 255.0
bf = top.astype(np.float32) / 255.0
result = BLEND_MODES[mode](af, bf)
if opacity < 1.0:
result = af * (1-opacity) + result * opacity
return np.clip(result * 255, 0, 255).astype(np.uint8)
# Multi-layer compositing
result = blend_canvas(base, layer_a, "screen", 0.7)
result = blend_canvas(result, layer_b, "difference", 0.5)
result = blend_canvas(result, layer_c, "multiply", 0.3)
Creative Combinations
- Feedback + difference = psychedelic color evolution (each frame XORs with the previous)
- Screen + screen = additive glow stacking
- Multiply on two different effects = only shows where both have brightness (intersection)
- Exclusion between two layers = creates complementary patterns where they differ
- Color dodge/burn = extreme contrast enhancement at overlap zones
- Hard mix = reduces everything to pure black/white/color at intersections
Feedback Buffer
Recursive temporal effect: frame N-1 feeds back into frame N with decay and optional spatial transform. Creates trails, echoes, smearing, zoom tunnels, rotation feedback, rainbow trails.
class FeedbackBuffer:
def __init__(self):
self.buf = None # previous frame (float32, 0-1)
def apply(self, canvas, decay=0.85, blend="screen", opacity=0.5,
transform=None, transform_amt=0.02, hue_shift=0.0):
"""Mix current frame with decayed/transformed previous frame.
Args:
canvas: current frame (uint8 H,W,3)
decay: how fast old frame fades (0=instant, 1=permanent)
blend: blend mode for mixing feedback
opacity: strength of feedback mix
transform: None, "zoom", "shrink", "rotate_cw", "rotate_ccw",
"shift_up", "shift_down", "mirror_h"
transform_amt: strength of spatial transform per frame
hue_shift: rotate hue of feedback buffer each frame (0-1)
"""
Feedback Presets
# Infinite zoom tunnel
fb_cfg = {"decay": 0.8, "blend": "screen", "opacity": 0.4,
"transform": "zoom", "transform_amt": 0.015}
# Rainbow trails (psychedelic)
fb_cfg = {"decay": 0.7, "blend": "screen", "opacity": 0.3,
"transform": "zoom", "transform_amt": 0.01, "hue_shift": 0.02}
# Ghostly echo (horror)
fb_cfg = {"decay": 0.9, "blend": "add", "opacity": 0.15,
"transform": "shift_up", "transform_amt": 0.01}
# Kaleidoscopic recursion
fb_cfg = {"decay": 0.75, "blend": "screen", "opacity": 0.35,
"transform": "rotate_cw", "transform_amt": 0.005, "hue_shift": 0.01}
# Color evolution (abstract)
fb_cfg = {"decay": 0.8, "blend": "difference", "opacity": 0.4, "hue_shift": 0.03}
# Multiplied depth
fb_cfg = {"decay": 0.65, "blend": "multiply", "opacity": 0.3, "transform": "mirror_h"}
# Rising heat haze
fb_cfg = {"decay": 0.5, "blend": "add", "opacity": 0.2,
"transform": "shift_up", "transform_amt": 0.02}
ShaderChain
Composable shader pipeline. Build chains of named shaders with parameters. Order matters — shaders are applied sequentially to the canvas.
class ShaderChain:
"""Composable shader pipeline.
Usage:
chain = ShaderChain()
chain.add("bloom", thr=120)
chain.add("chromatic", amt=5)
chain.add("kaleidoscope", folds=6)
chain.add("vignette", s=0.2)
chain.add("grain", amt=12)
canvas = chain.apply(canvas, f=features, t=time)
"""
def __init__(self):
self.steps = []
def add(self, shader_name, **kwargs):
self.steps.append((shader_name, kwargs))
return self # chainable
def apply(self, canvas, f=None, t=0):
if f is None: f = {}
for name, kwargs in self.steps:
canvas = _apply_shader_step(canvas, name, kwargs, f, t)
return canvas
_apply_shader_step() — Full Dispatch Function
Routes shader names to implementations. Some shaders have audio-reactive scaling — the dispatch function reads f["bdecay"] and f["rms"] to modulate parameters on the beat.
def _apply_shader_step(canvas, name, kwargs, f, t):
"""Dispatch a single shader by name with kwargs.
Args:
canvas: uint8 (H,W,3) pixel array
name: shader key string (e.g. "bloom", "chromatic")
kwargs: dict of shader parameters
f: audio features dict (keys: bdecay, rms, sub, etc.)
t: current time in seconds (float)
Returns:
canvas: uint8 (H,W,3) — processed
"""
bd = f.get("bdecay", 0) # beat decay (0-1, high on beat)
rms = f.get("rms", 0.3) # audio energy (0-1)
# --- Geometry ---
if name == "crt":
return sh_crt(canvas, kwargs.get("strength", 0.05))
elif name == "pixelate":
return sh_pixelate(canvas, kwargs.get("block", 4))
elif name == "wave_distort":
return sh_wave_distort(canvas, t,
kwargs.get("freq", 0.02), kwargs.get("amp", 8), kwargs.get("axis", "x"))
elif name == "kaleidoscope":
return sh_kaleidoscope(canvas.copy(), kwargs.get("folds", 6))
elif name == "mirror_h":
return sh_mirror_h(canvas.copy())
elif name == "mirror_v":
return sh_mirror_v(canvas.copy())
elif name == "mirror_quad":
return sh_mirror_quad(canvas.copy())
elif name == "mirror_diag":
return sh_mirror_diag(canvas.copy())
# --- Channel ---
elif name == "chromatic":
base = kwargs.get("amt", 3)
return sh_chromatic(canvas, max(1, int(base * (0.4 + bd * 0.8))))
elif name == "channel_shift":
return sh_channel_shift(canvas,
kwargs.get("r", (0,0)), kwargs.get("g", (0,0)), kwargs.get("b", (0,0)))
elif name == "channel_swap":
return sh_channel_swap(canvas, kwargs.get("order", (2,1,0)))
elif name == "rgb_split_radial":
return sh_rgb_split_radial(canvas, kwargs.get("strength", 5))
# --- Color ---
elif name == "invert":
return sh_invert(canvas)
elif name == "posterize":
return sh_posterize(canvas, kwargs.get("levels", 4))
elif name == "threshold":
return sh_threshold(canvas, kwargs.get("thr", 128))
elif name == "solarize":
return sh_solarize(canvas, kwargs.get("threshold", 128))
elif name == "hue_rotate":
return sh_hue_rotate(canvas, kwargs.get("amount", 0.1))
elif name == "saturation":
return sh_saturation(canvas, kwargs.get("factor", 1.5))
elif name == "color_grade":
return sh_color_grade(canvas, kwargs.get("tint", (1,1,1)))
elif name == "color_wobble":
return sh_color_wobble(canvas, t, kwargs.get("amt", 0.3) * (0.5 + rms * 0.8))
elif name == "color_ramp":
return sh_color_ramp(canvas, kwargs.get("ramp", [(0,0,0),(255,255,255)]))
# --- Glow / Blur ---
elif name == "bloom":
return sh_bloom(canvas, kwargs.get("thr", 130))
elif name == "edge_glow":
return sh_edge_glow(canvas, kwargs.get("hue", 0.5))
elif name == "soft_focus":
return sh_soft_focus(canvas, kwargs.get("strength", 0.3))
elif name == "radial_blur":
return sh_radial_blur(canvas, kwargs.get("strength", 0.03))
# --- Noise ---
elif name == "grain":
return sh_grain(canvas, int(kwargs.get("amt", 10) * (0.5 + rms * 0.8)))
elif name == "static":
return sh_static_noise(canvas, kwargs.get("density", 0.05), kwargs.get("color", True))
# --- Lines / Patterns ---
elif name == "scanlines":
return sh_scanlines(canvas, kwargs.get("intensity", 0.08), kwargs.get("spacing", 3))
elif name == "halftone":
return sh_halftone(canvas, kwargs.get("dot_size", 6))
# --- Tone ---
elif name == "vignette":
return sh_vignette(canvas, kwargs.get("s", 0.22))
elif name == "contrast":
return sh_contrast(canvas, kwargs.get("factor", 1.3))
elif name == "gamma":
return sh_gamma(canvas, kwargs.get("gamma", 1.5))
elif name == "levels":
return sh_levels(canvas,
kwargs.get("black", 0), kwargs.get("white", 255), kwargs.get("midtone", 1.0))
elif name == "brightness":
return sh_brightness(canvas, kwargs.get("factor", 1.5))
# --- Glitch / Data ---
elif name == "glitch_bands":
return sh_glitch_bands(canvas, f)
elif name == "block_glitch":
return sh_block_glitch(canvas, kwargs.get("n_blocks", 8), kwargs.get("max_size", 40))
elif name == "pixel_sort":
return sh_pixel_sort(canvas, kwargs.get("threshold", 100), kwargs.get("direction", "h"))
elif name == "data_bend":
return sh_data_bend(canvas, kwargs.get("offset", 1000), kwargs.get("chunk", 500))
else:
return canvas # unknown shader — passthrough
Audio-Reactive Shaders
Three shaders scale their parameters based on audio features:
| Shader | Reactive To | Effect |
|---|---|---|
chromatic |
bdecay |
amt * (0.4 + bdecay * 0.8) — aberration kicks on beats |
color_wobble |
rms |
amt * (0.5 + rms * 0.8) — wobble intensity follows energy |
grain |
rms |
amt * (0.5 + rms * 0.8) — grain rougher in loud sections |
glitch_bands |
bdecay, sub |
Number of bands and displacement scale with beat energy |
To make any shader beat-reactive, scale its parameter in the dispatch: base_val * (low + bd * range).
Full Shader Catalog
Geometry Shaders
| Shader | Key Params | Description |
|---|---|---|
crt |
strength=0.05 |
CRT barrel distortion (cached remap) |
pixelate |
block=4 |
Reduce effective resolution |
wave_distort |
freq, amp, axis |
Sinusoidal row/column displacement |
kaleidoscope |
folds=6 |
Radial symmetry via polar remapping |
mirror_h |
— | Horizontal mirror |
mirror_v |
— | Vertical mirror |
mirror_quad |
— | 4-fold mirror |
mirror_diag |
— | Diagonal mirror |
Channel Manipulation
| Shader | Key Params | Description |
|---|---|---|
chromatic |
amt=3 |
R/B channel horizontal shift (beat-reactive) |
channel_shift |
r=(sx,sy), g, b |
Independent per-channel x,y shifting |
channel_swap |
order=(2,1,0) |
Reorder RGB channels (BGR, GRB, etc.) |
rgb_split_radial |
strength=5 |
Chromatic aberration radiating from center |
Color Manipulation
| Shader | Key Params | Description |
|---|---|---|
invert |
— | Negate all colors |
posterize |
levels=4 |
Reduce color depth to N levels |
threshold |
thr=128 |
Binary black/white |
solarize |
threshold=128 |
Invert pixels above threshold |
hue_rotate |
amount=0.1 |
Rotate all hues by amount (0-1) |
saturation |
factor=1.5 |
Scale saturation (>1=more, <1=less) |
color_grade |
tint=(r,g,b) |
Per-channel multiplier |
color_wobble |
amt=0.3 |
Time-varying per-channel sine modulation |
color_ramp |
ramp=[(R,G,B),...] |
Map luminance to custom color gradient |
Glow / Blur
| Shader | Key Params | Description |
|---|---|---|
bloom |
thr=130 |
Bright area glow (4x downsample + box blur) |
edge_glow |
hue=0.5 |
Detect edges, add colored overlay |
soft_focus |
strength=0.3 |
Blend with blurred version |
radial_blur |
strength=0.03 |
Zoom blur from center outward |
Noise / Grain
| Shader | Key Params | Description |
|---|---|---|
grain |
amt=10 |
2x-downsampled film grain (beat-reactive) |
static |
density=0.05, color=True |
Random pixel noise (TV static) |
Lines / Patterns
| Shader | Key Params | Description |
|---|---|---|
scanlines |
intensity=0.08, spacing=3 |
Darken every Nth row |
halftone |
dot_size=6 |
Halftone dot pattern overlay |
Tone
| Shader | Key Params | Description |
|---|---|---|
vignette |
s=0.22 |
Edge darkening (cached distance field) |
contrast |
factor=1.3 |
Adjust contrast around midpoint 128 |
gamma |
gamma=1.5 |
Gamma correction (>1=brighter mids) |
levels |
black, white, midtone |
Levels adjustment (Photoshop-style) |
brightness |
factor=1.5 |
Global brightness multiplier |
Glitch / Data
| Shader | Key Params | Description |
|---|---|---|
glitch_bands |
(uses f) |
Beat-reactive horizontal row displacement |
block_glitch |
n_blocks=8, max_size=40 |
Random rectangular block displacement |
pixel_sort |
threshold=100, direction="h" |
Sort pixels by brightness in rows/columns |
data_bend |
offset, chunk |
Raw byte displacement (datamoshing) |
Shader Implementations
Every shader function takes a canvas (uint8 H,W,3) and returns a canvas of the same shape. The naming convention is sh_<name>. Geometry shaders that build coordinate remap tables should cache them since the table only depends on resolution + parameters, not on frame content.
Helpers
Shaders that manipulate hue/saturation need vectorized HSV conversion:
def rgb2hsv(r, g, b):
"""Vectorized RGB (0-255 uint8) -> HSV (float32 0-1)."""
rf = r.astype(np.float32) / 255.0
gf = g.astype(np.float32) / 255.0
bf = b.astype(np.float32) / 255.0
cmax = np.maximum(np.maximum(rf, gf), bf)
cmin = np.minimum(np.minimum(rf, gf), bf)
delta = cmax - cmin + 1e-10
h = np.zeros_like(rf)
m = cmax == rf; h[m] = ((gf[m] - bf[m]) / delta[m]) % 6
m = cmax == gf; h[m] = (bf[m] - rf[m]) / delta[m] + 2
m = cmax == bf; h[m] = (rf[m] - gf[m]) / delta[m] + 4
h = h / 6.0 % 1.0
s = np.where(cmax > 0, delta / (cmax + 1e-10), 0)
return h, s, cmax
def hsv2rgb(h, s, v):
"""Vectorized HSV->RGB. h,s,v are numpy float32 arrays."""
h = h % 1.0
c = v * s; x = c * (1 - np.abs((h * 6) % 2 - 1)); m = v - c
r = np.zeros_like(h); g = np.zeros_like(h); b = np.zeros_like(h)
mask = h < 1/6; r[mask]=c[mask]; g[mask]=x[mask]
mask = (h>=1/6)&(h<2/6); r[mask]=x[mask]; g[mask]=c[mask]
mask = (h>=2/6)&(h<3/6); g[mask]=c[mask]; b[mask]=x[mask]
mask = (h>=3/6)&(h<4/6); g[mask]=x[mask]; b[mask]=c[mask]
mask = (h>=4/6)&(h<5/6); r[mask]=x[mask]; b[mask]=c[mask]
mask = h >= 5/6; r[mask]=c[mask]; b[mask]=x[mask]
R = np.clip((r+m)*255, 0, 255).astype(np.uint8)
G = np.clip((g+m)*255, 0, 255).astype(np.uint8)
B = np.clip((b+m)*255, 0, 255).astype(np.uint8)
return R, G, B
def mkc(R, G, B, rows, cols):
"""Stack R,G,B uint8 arrays into (rows,cols,3) canvas."""
o = np.zeros((rows, cols, 3), dtype=np.uint8)
o[:,:,0] = R; o[:,:,1] = G; o[:,:,2] = B
return o
Geometry Shaders
CRT Barrel Distortion
Cache the coordinate remap — it never changes per frame:
_crt_cache = {}
def sh_crt(c, strength=0.05):
k = (c.shape[0], c.shape[1], round(strength, 3))
if k not in _crt_cache:
h, w = c.shape[:2]; cy, cx = h/2, w/2
Y = np.arange(h, dtype=np.float32)[:, None]
X = np.arange(w, dtype=np.float32)[None, :]
ny = (Y - cy) / cy; nx = (X - cx) / cx
r2 = nx**2 + ny**2
factor = 1 + strength * r2
sx = np.clip((nx * factor * cx + cx), 0, w-1).astype(np.int32)
sy = np.clip((ny * factor * cy + cy), 0, h-1).astype(np.int32)
_crt_cache[k] = (sy, sx)
sy, sx = _crt_cache[k]
return c[sy, sx]
Pixelate
def sh_pixelate(c, block=4):
"""Reduce effective resolution."""
sm = c[::block, ::block]
return np.repeat(np.repeat(sm, block, axis=0), block, axis=1)[:c.shape[0], :c.shape[1]]
Wave Distort
def sh_wave_distort(c, t, freq=0.02, amp=8, axis="x"):
"""Sinusoidal row/column displacement. Uses time t for animation."""
h, w = c.shape[:2]
out = c.copy()
if axis == "x":
for y in range(h):
shift = int(amp * math.sin(y * freq + t * 3))
out[y] = np.roll(c[y], shift, axis=0)
else:
for x in range(w):
shift = int(amp * math.sin(x * freq + t * 3))
out[:, x] = np.roll(c[:, x], shift, axis=0)
return out
Displacement Map
def sh_displacement_map(c, dx_map, dy_map, strength=10):
"""Displace pixels using float32 displacement maps (same HxW as c).
dx_map/dy_map: positive = shift right/down."""
h, w = c.shape[:2]
Y = np.arange(h)[:, None]; X = np.arange(w)[None, :]
ny = np.clip((Y + (dy_map * strength).astype(int)), 0, h-1)
nx = np.clip((X + (dx_map * strength).astype(int)), 0, w-1)
return c[ny, nx]
Kaleidoscope
def sh_kaleidoscope(c, folds=6):
"""Radial symmetry by polar coordinate remapping."""
h, w = c.shape[:2]; cy, cx = h//2, w//2
Y = np.arange(h, dtype=np.float32)[:, None] - cy
X = np.arange(w, dtype=np.float32)[None, :] - cx
angle = np.arctan2(Y, X)
dist = np.sqrt(X**2 + Y**2)
wedge = 2 * np.pi / folds
folded_angle = np.abs((angle % wedge) - wedge/2)
ny = np.clip((cy + dist * np.sin(folded_angle)).astype(int), 0, h-1)
nx = np.clip((cx + dist * np.cos(folded_angle)).astype(int), 0, w-1)
return c[ny, nx]
Mirror Variants
def sh_mirror_h(c):
"""Horizontal mirror — left half reflected to right."""
w = c.shape[1]; c[:, w//2:] = c[:, :w//2][:, ::-1]; return c
def sh_mirror_v(c):
"""Vertical mirror — top half reflected to bottom."""
h = c.shape[0]; c[h//2:, :] = c[:h//2, :][::-1, :]; return c
def sh_mirror_quad(c):
"""4-fold mirror — top-left quadrant reflected to all four."""
h, w = c.shape[:2]; hh, hw = h//2, w//2
tl = c[:hh, :hw].copy()
c[:hh, hw:hw+tl.shape[1]] = tl[:, ::-1]
c[hh:hh+tl.shape[0], :hw] = tl[::-1, :]
c[hh:hh+tl.shape[0], hw:hw+tl.shape[1]] = tl[::-1, ::-1]
return c
def sh_mirror_diag(c):
"""Diagonal mirror — top-left triangle reflected."""
h, w = c.shape[:2]
for y in range(h):
x_cut = int(w * y / h)
if x_cut > 0 and x_cut < w:
c[y, x_cut:] = c[y, :x_cut+1][::-1][:w-x_cut]
return c
Note: Mirror shaders mutate in-place. The dispatch function passes
canvas.copy()to avoid corrupting the original.
Channel Manipulation Shaders
Chromatic Aberration
def sh_chromatic(c, amt=3):
"""R/B channel horizontal shift. Beat-reactive in dispatch (amt scaled by bdecay)."""
if amt < 1: return c
a = int(amt)
o = c.copy()
o[:, a:, 0] = c[:, :-a, 0] # red shifts right
o[:, :-a, 2] = c[:, a:, 2] # blue shifts left
return o
Channel Shift
def sh_channel_shift(c, r_shift=(0,0), g_shift=(0,0), b_shift=(0,0)):
"""Independent per-channel x,y shifting."""
o = c.copy()
for ch_i, (sx, sy) in enumerate([r_shift, g_shift, b_shift]):
if sx != 0: o[:,:,ch_i] = np.roll(c[:,:,ch_i], sx, axis=1)
if sy != 0: o[:,:,ch_i] = np.roll(o[:,:,ch_i], sy, axis=0)
return o
Channel Swap
def sh_channel_swap(c, order=(2,1,0)):
"""Reorder RGB channels. (2,1,0)=BGR, (1,0,2)=GRB, etc."""
return c[:, :, list(order)]
RGB Split Radial
def sh_rgb_split_radial(c, strength=5):
"""Chromatic aberration radiating from center — stronger at edges."""
h, w = c.shape[:2]; cy, cx = h//2, w//2
Y = np.arange(h, dtype=np.float32)[:, None]
X = np.arange(w, dtype=np.float32)[None, :]
dist = np.sqrt((Y-cy)**2 + (X-cx)**2)
max_dist = np.sqrt(cy**2 + cx**2)
factor = dist / max_dist * strength
dy = ((Y-cy) / (dist+1) * factor).astype(int)
dx = ((X-cx) / (dist+1) * factor).astype(int)
out = c.copy()
ry = np.clip(Y.astype(int)+dy, 0, h-1); rx = np.clip(X.astype(int)+dx, 0, w-1)
out[:,:,0] = c[ry, rx, 0] # red shifts outward
by = np.clip(Y.astype(int)-dy, 0, h-1); bx = np.clip(X.astype(int)-dx, 0, w-1)
out[:,:,2] = c[by, bx, 2] # blue shifts inward
return out
Color Manipulation Shaders
Invert
def sh_invert(c):
return 255 - c
Posterize
def sh_posterize(c, levels=4):
"""Reduce color depth to N levels per channel."""
step = 256.0 / levels
return (np.floor(c.astype(np.float32) / step) * step).astype(np.uint8)
Threshold
def sh_threshold(c, thr=128):
"""Binary black/white at threshold."""
gray = c.astype(np.float32).mean(axis=2)
out = np.zeros_like(c); out[gray > thr] = 255
return out
Solarize
def sh_solarize(c, threshold=128):
"""Invert pixels above threshold — classic darkroom effect."""
o = c.copy(); mask = c > threshold; o[mask] = 255 - c[mask]
return o
Hue Rotate
def sh_hue_rotate(c, amount=0.1):
"""Rotate all hues by amount (0-1)."""
h, s, v = rgb2hsv(c[:,:,0], c[:,:,1], c[:,:,2])
h = (h + amount) % 1.0
R, G, B = hsv2rgb(h, s, v)
return mkc(R, G, B, c.shape[0], c.shape[1])
Saturation
def sh_saturation(c, factor=1.5):
"""Adjust saturation. >1=more saturated, <1=desaturated."""
h, s, v = rgb2hsv(c[:,:,0], c[:,:,1], c[:,:,2])
s = np.clip(s * factor, 0, 1)
R, G, B = hsv2rgb(h, s, v)
return mkc(R, G, B, c.shape[0], c.shape[1])
Color Grade
def sh_color_grade(c, tint):
"""Per-channel multiplier. tint=(r_mul, g_mul, b_mul)."""
o = c.astype(np.float32)
o[:,:,0] *= tint[0]; o[:,:,1] *= tint[1]; o[:,:,2] *= tint[2]
return np.clip(o, 0, 255).astype(np.uint8)
Color Wobble
def sh_color_wobble(c, t, amt=0.3):
"""Time-varying per-channel sine modulation. Audio-reactive in dispatch (amt scaled by rms)."""
o = c.astype(np.float32)
o[:,:,0] *= 1.0 + amt * math.sin(t * 5.0)
o[:,:,1] *= 1.0 + amt * math.sin(t * 5.0 + 2.09)
o[:,:,2] *= 1.0 + amt * math.sin(t * 5.0 + 4.19)
return np.clip(o, 0, 255).astype(np.uint8)
Color Ramp
def sh_color_ramp(c, ramp_colors):
"""Map luminance to a custom color gradient.
ramp_colors = list of (R,G,B) tuples, evenly spaced from dark to bright."""
gray = c.astype(np.float32).mean(axis=2) / 255.0
n = len(ramp_colors)
idx = np.clip(gray * (n-1), 0, n-1.001)
lo = np.floor(idx).astype(int); hi = np.minimum(lo+1, n-1)
frac = idx - lo
ramp = np.array(ramp_colors, dtype=np.float32)
out = ramp[lo] * (1-frac[:,:,None]) + ramp[hi] * frac[:,:,None]
return np.clip(out, 0, 255).astype(np.uint8)
Glow / Blur Shaders
Bloom
def sh_bloom(c, thr=130):
"""Bright-area glow: 4x downsample, threshold, 3-pass box blur, screen blend."""
sm = c[::4, ::4].astype(np.float32)
br = np.where(sm > thr, sm, 0)
for _ in range(3):
p = np.pad(br, ((1,1),(1,1),(0,0)), mode="edge")
br = (p[:-2,:-2]+p[:-2,1:-1]+p[:-2,2:]+p[1:-1,:-2]+p[1:-1,1:-1]+
p[1:-1,2:]+p[2:,:-2]+p[2:,1:-1]+p[2:,2:]) / 9.0
bl = np.repeat(np.repeat(br, 4, axis=0), 4, axis=1)[:c.shape[0], :c.shape[1]]
return np.clip(c.astype(np.float32) + bl * 0.5, 0, 255).astype(np.uint8)
Edge Glow
def sh_edge_glow(c, hue=0.5):
"""Detect edges via gradient, add colored overlay."""
gray = c.astype(np.float32).mean(axis=2)
gx = np.abs(gray[:, 2:] - gray[:, :-2])
gy = np.abs(gray[2:, :] - gray[:-2, :])
ex = np.zeros_like(gray); ey = np.zeros_like(gray)
ex[:, 1:-1] = gx; ey[1:-1, :] = gy
edge = np.clip((ex + ey) / 255 * 2, 0, 1)
R, G, B = hsv2rgb(np.full_like(edge, hue), np.full_like(edge, 0.8), edge * 0.5)
out = c.astype(np.int16).copy()
out[:,:,0] = np.clip(out[:,:,0] + R.astype(np.int16), 0, 255)
out[:,:,1] = np.clip(out[:,:,1] + G.astype(np.int16), 0, 255)
out[:,:,2] = np.clip(out[:,:,2] + B.astype(np.int16), 0, 255)
return out.astype(np.uint8)
Soft Focus
def sh_soft_focus(c, strength=0.3):
"""Blend original with 2x-downsampled box blur."""
sm = c[::2, ::2].astype(np.float32)
p = np.pad(sm, ((1,1),(1,1),(0,0)), mode="edge")
bl = (p[:-2,:-2]+p[:-2,1:-1]+p[:-2,2:]+p[1:-1,:-2]+p[1:-1,1:-1]+
p[1:-1,2:]+p[2:,:-2]+p[2:,1:-1]+p[2:,2:]) / 9.0
bl = np.repeat(np.repeat(bl, 2, axis=0), 2, axis=1)[:c.shape[0], :c.shape[1]]
return np.clip(c * (1-strength) + bl * strength, 0, 255).astype(np.uint8)
Radial Blur
def sh_radial_blur(c, strength=0.03, center=None):
"""Zoom blur from center — motion blur radiating outward."""
h, w = c.shape[:2]
cy, cx = center if center else (h//2, w//2)
Y = np.arange(h, dtype=np.float32)[:, None]
X = np.arange(w, dtype=np.float32)[None, :]
out = c.astype(np.float32)
for s in [strength, strength*2]:
dy = (Y - cy) * s; dx = (X - cx) * s
sy = np.clip((Y + dy).astype(int), 0, h-1)
sx = np.clip((X + dx).astype(int), 0, w-1)
out += c[sy, sx].astype(np.float32)
return np.clip(out / 3, 0, 255).astype(np.uint8)
Noise / Grain Shaders
Film Grain
def sh_grain(c, amt=10):
"""2x-downsampled film grain. Audio-reactive in dispatch (amt scaled by rms)."""
noise = np.random.randint(-amt, amt+1, (c.shape[0]//2, c.shape[1]//2, 1), dtype=np.int16)
noise = np.repeat(np.repeat(noise, 2, axis=0), 2, axis=1)[:c.shape[0], :c.shape[1]]
return np.clip(c.astype(np.int16) + noise, 0, 255).astype(np.uint8)
Static Noise
def sh_static_noise(c, density=0.05, color=True):
"""Random pixel noise overlay (TV static)."""
mask = np.random.random((c.shape[0]//2, c.shape[1]//2)) < density
mask = np.repeat(np.repeat(mask, 2, axis=0), 2, axis=1)[:c.shape[0], :c.shape[1]]
out = c.copy()
if color:
noise = np.random.randint(0, 256, (c.shape[0], c.shape[1], 3), dtype=np.uint8)
else:
v = np.random.randint(0, 256, (c.shape[0], c.shape[1]), dtype=np.uint8)
noise = np.stack([v, v, v], axis=2)
out[mask] = noise[mask]
return out
Lines / Pattern Shaders
Scanlines
def sh_scanlines(c, intensity=0.08, spacing=3):
"""Darken every Nth row."""
m = np.ones(c.shape[0], dtype=np.float32)
m[::spacing] = 1.0 - intensity
return np.clip(c * m[:, None, None], 0, 255).astype(np.uint8)
Halftone
def sh_halftone(c, dot_size=6):
"""Halftone dot pattern overlay — circular dots sized by local brightness."""
h, w = c.shape[:2]
gray = c.astype(np.float32).mean(axis=2) / 255.0
out = np.zeros_like(c)
for y in range(0, h, dot_size):
for x in range(0, w, dot_size):
block = gray[y:y+dot_size, x:x+dot_size]
if block.size == 0: continue
radius = block.mean() * dot_size * 0.5
cy_b, cx_b = dot_size//2, dot_size//2
for dy in range(min(dot_size, h-y)):
for dx in range(min(dot_size, w-x)):
if math.sqrt((dy-cy_b)**2 + (dx-cx_b)**2) < radius:
out[y+dy, x+dx] = c[y+dy, x+dx]
return out
Performance note: Halftone is slow due to Python loops. Acceptable for small resolutions or single test frames. For production, consider a vectorized version using precomputed distance masks.
Tone Shaders
Vignette
_vig_cache = {}
def sh_vignette(c, s=0.22):
"""Edge darkening using cached distance field."""
k = (c.shape[0], c.shape[1], round(s, 2))
if k not in _vig_cache:
h, w = c.shape[:2]
Y = np.linspace(-1, 1, h)[:, None]; X = np.linspace(-1, 1, w)[None, :]
_vig_cache[k] = np.clip(1.0 - np.sqrt(X**2 + Y**2) * s, 0.15, 1).astype(np.float32)
return np.clip(c * _vig_cache[k][:,:,None], 0, 255).astype(np.uint8)
Contrast
def sh_contrast(c, factor=1.3):
"""Adjust contrast around midpoint 128."""
return np.clip((c.astype(np.float32) - 128) * factor + 128, 0, 255).astype(np.uint8)
Gamma
def sh_gamma(c, gamma=1.5):
"""Gamma correction. >1=brighter mids, <1=darker mids."""
return np.clip(((c.astype(np.float32)/255.0) ** (1.0/gamma)) * 255, 0, 255).astype(np.uint8)
Levels
def sh_levels(c, black=0, white=255, midtone=1.0):
"""Levels adjustment (Photoshop-style). Remap black/white points, apply midtone gamma."""
o = (c.astype(np.float32) - black) / max(1, white - black)
o = np.clip(o, 0, 1) ** (1.0 / midtone)
return (o * 255).astype(np.uint8)
Brightness
def sh_brightness(c, factor=1.5):
"""Global brightness multiplier. Prefer tonemap() for scene-level brightness control."""
return np.clip(c.astype(np.float32) * factor, 0, 255).astype(np.uint8)
Glitch / Data Shaders
Glitch Bands
def sh_glitch_bands(c, f):
"""Beat-reactive horizontal row displacement. f = audio features dict.
Uses f["bdecay"] for intensity and f["sub"] for band height."""
n = int(3 + f.get("bdecay", 0) * 10)
out = c.copy()
for _ in range(n):
y = random.randint(0, c.shape[0]-1)
h = random.randint(1, max(2, int(4 + f.get("sub", 0.3) * 12)))
shift = int((random.random()-0.5) * f.get("bdecay", 0) * 60)
if shift != 0 and y+h < c.shape[0]:
out[y:y+h] = np.roll(out[y:y+h], shift, axis=1)
return out
Block Glitch
def sh_block_glitch(c, n_blocks=8, max_size=40):
"""Random rectangular block displacement — copy blocks to random positions."""
out = c.copy(); h, w = c.shape[:2]
for _ in range(n_blocks):
bw = random.randint(10, max_size); bh = random.randint(5, max_size//2)
sx = random.randint(0, w-bw-1); sy = random.randint(0, h-bh-1)
dx = random.randint(0, w-bw-1); dy = random.randint(0, h-bh-1)
out[dy:dy+bh, dx:dx+bw] = c[sy:sy+bh, sx:sx+bw]
return out
Pixel Sort
def sh_pixel_sort(c, threshold=100, direction="h"):
"""Sort pixels by brightness in contiguous bright regions."""
gray = c.astype(np.float32).mean(axis=2)
out = c.copy()
if direction == "h":
for y in range(0, c.shape[0], 3): # every 3rd row for speed
row_bright = gray[y]
mask = row_bright > threshold
regions = np.diff(np.concatenate([[0], mask.astype(int), [0]]))
starts = np.where(regions == 1)[0]
ends = np.where(regions == -1)[0]
for s, e in zip(starts, ends):
if e - s > 2:
indices = np.argsort(gray[y, s:e])
out[y, s:e] = c[y, s:e][indices]
else:
for x in range(0, c.shape[1], 3):
col_bright = gray[:, x]
mask = col_bright > threshold
regions = np.diff(np.concatenate([[0], mask.astype(int), [0]]))
starts = np.where(regions == 1)[0]
ends = np.where(regions == -1)[0]
for s, e in zip(starts, ends):
if e - s > 2:
indices = np.argsort(gray[s:e, x])
out[s:e, x] = c[s:e, x][indices]
return out
Data Bend
def sh_data_bend(c, offset=1000, chunk=500):
"""Treat raw pixel bytes as data, copy a chunk to another offset — datamosh artifacts."""
flat = c.flatten().copy()
n = len(flat)
src = offset % n; dst = (offset + chunk*3) % n
length = min(chunk, n-src, n-dst)
if length > 0:
flat[dst:dst+length] = flat[src:src+length]
return flat.reshape(c.shape)
Tint Presets
TINT_WARM = (1.15, 1.0, 0.85) # golden warmth
TINT_COOL = (0.85, 0.95, 1.15) # blue cool
TINT_MATRIX = (0.7, 1.2, 0.7) # green terminal
TINT_AMBER = (1.2, 0.9, 0.6) # amber monitor
TINT_SEPIA = (1.2, 1.05, 0.8) # old film
TINT_NEON_PINK = (1.3, 0.7, 1.1) # cyberpunk pink
TINT_ICE = (0.8, 1.0, 1.3) # frozen
TINT_BLOOD = (1.4, 0.7, 0.7) # horror red
TINT_FOREST = (0.8, 1.15, 0.75) # natural green
TINT_VOID = (0.85, 0.85, 1.1) # deep space
TINT_SUNSET = (1.3, 0.85, 0.7) # orange dusk
Transitions
Note: These operate on character-level
(chars, colors)arrays (v1 interface). In v2, transitions between scenes are typically handled by hard cuts at beat boundaries (seescenes.md), or by rendering both scenes to canvases and usingblend_canvas()with a time-varying opacity. The character-level transitions below are still useful for within-scene effects.
Crossfade
def tr_crossfade(ch_a, co_a, ch_b, co_b, blend):
co = (co_a.astype(np.float32) * (1-blend) + co_b.astype(np.float32) * blend).astype(np.uint8)
mask = np.random.random(ch_a.shape) < blend
ch = ch_a.copy(); ch[mask] = ch_b[mask]
return ch, co
v2 Canvas-Level Crossfade
def tr_canvas_crossfade(canvas_a, canvas_b, blend):
"""Smooth pixel crossfade between two canvases."""
return np.clip(canvas_a * (1-blend) + canvas_b * blend, 0, 255).astype(np.uint8)
Wipe (directional)
def tr_wipe(ch_a, co_a, ch_b, co_b, blend, direction="left"):
"""direction: left, right, up, down, radial, diagonal"""
rows, cols = ch_a.shape
if direction == "radial":
cx, cy = cols/2, rows/2
rr = np.arange(rows)[:, None]; cc = np.arange(cols)[None, :]
d = np.sqrt((cc-cx)**2 + (rr-cy)**2)
mask = d < blend * np.sqrt(cx**2 + cy**2)
ch = ch_a.copy(); co = co_a.copy()
ch[mask] = ch_b[mask]; co[mask] = co_b[mask]
return ch, co
Glitch Cut
def tr_glitch_cut(ch_a, co_a, ch_b, co_b, blend):
if blend < 0.5: ch, co = ch_a.copy(), co_a.copy()
else: ch, co = ch_b.copy(), co_b.copy()
if 0.3 < blend < 0.7:
intensity = 1.0 - abs(blend - 0.5) * 4
for _ in range(int(intensity * 20)):
y = random.randint(0, ch.shape[0]-1)
shift = int((random.random()-0.5) * 40 * intensity)
if shift: ch[y] = np.roll(ch[y], shift); co[y] = np.roll(co[y], shift, axis=0)
return ch, co
Output Formats
MP4 (default)
cmd = ["ffmpeg", "-y", "-f", "rawvideo", "-pix_fmt", "rgb24",
"-s", f"{W}x{H}", "-r", str(fps), "-i", "pipe:0",
"-c:v", "libx264", "-preset", "fast", "-crf", str(crf),
"-pix_fmt", "yuv420p", output_path]
GIF
cmd = ["ffmpeg", "-y", "-f", "rawvideo", "-pix_fmt", "rgb24",
"-s", f"{W}x{H}", "-r", str(fps), "-i", "pipe:0",
"-vf", f"fps={fps},scale={W}:{H}:flags=lanczos,split[s0][s1];[s0]palettegen[p];[s1][p]paletteuse",
"-loop", "0", output_gif]
PNG Sequence
For frame-accurate editing, compositing in external tools (After Effects, Nuke), or lossless archival:
import os
def output_png_sequence(frames, output_dir, W, H, fps, prefix="frame"):
"""Write frames as numbered PNGs. frames = iterable of uint8 (H,W,3) arrays."""
os.makedirs(output_dir, exist_ok=True)
# Method 1: Direct PIL write (no ffmpeg dependency)
from PIL import Image
for i, frame in enumerate(frames):
img = Image.fromarray(frame)
img.save(os.path.join(output_dir, f"{prefix}_{i:06d}.png"))
# Method 2: ffmpeg pipe (faster for large sequences)
cmd = ["ffmpeg", "-y", "-f", "rawvideo", "-pix_fmt", "rgb24",
"-s", f"{W}x{H}", "-r", str(fps), "-i", "pipe:0",
os.path.join(output_dir, f"{prefix}_%06d.png")]
Reassemble PNG sequence to video:
ffmpeg -framerate 24 -i frame_%06d.png -c:v libx264 -crf 18 -pix_fmt yuv420p output.mp4
Alpha Channel / Transparent Background (RGBA)
For compositing ASCII art over other video or images. Uses RGBA canvas (4 channels) instead of RGB (3 channels):
def create_rgba_canvas(H, W):
"""Transparent canvas — alpha channel starts at 0 (fully transparent)."""
return np.zeros((H, W, 4), dtype=np.uint8)
def render_char_rgba(canvas, row, col, char_img, color_rgb, alpha=255):
"""Render a character with alpha. char_img = PIL glyph mask (grayscale).
Alpha comes from the glyph mask — background stays transparent."""
r, g, b = color_rgb
y0, x0 = row * cell_h, col * cell_w
mask = np.array(char_img) # grayscale 0-255
canvas[y0:y0+cell_h, x0:x0+cell_w, 0] = np.maximum(canvas[y0:y0+cell_h, x0:x0+cell_w, 0], (mask * r / 255).astype(np.uint8))
canvas[y0:y0+cell_h, x0:x0+cell_w, 1] = np.maximum(canvas[y0:y0+cell_h, x0:x0+cell_w, 1], (mask * g / 255).astype(np.uint8))
canvas[y0:y0+cell_h, x0:x0+cell_w, 2] = np.maximum(canvas[y0:y0+cell_h, x0:x0+cell_w, 2], (mask * b / 255).astype(np.uint8))
canvas[y0:y0+cell_h, x0:x0+cell_w, 3] = np.maximum(canvas[y0:y0+cell_h, x0:x0+cell_w, 3], mask)
def blend_onto_background(rgba_canvas, bg_rgb):
"""Composite RGBA canvas over a solid or image background."""
alpha = rgba_canvas[:, :, 3:4].astype(np.float32) / 255.0
fg = rgba_canvas[:, :, :3].astype(np.float32)
bg = bg_rgb.astype(np.float32)
result = fg * alpha + bg * (1.0 - alpha)
return result.astype(np.uint8)
RGBA output via ffmpeg (ProRes 4444 for editing, WebM VP9 for web):
# ProRes 4444 — preserves alpha, widely supported in NLEs
ffmpeg -y -f rawvideo -pix_fmt rgba -s {W}x{H} -r {fps} -i pipe:0 \
-c:v prores_ks -profile:v 4444 -pix_fmt yuva444p10le output.mov
# WebM VP9 — alpha support for web/browser compositing
ffmpeg -y -f rawvideo -pix_fmt rgba -s {W}x{H} -r {fps} -i pipe:0 \
-c:v libvpx-vp9 -pix_fmt yuva420p -crf 30 -b:v 0 output.webm
# PNG sequence with alpha (lossless)
ffmpeg -y -f rawvideo -pix_fmt rgba -s {W}x{H} -r {fps} -i pipe:0 \
frame_%06d.png
Key constraint: shaders that operate on (H,W,3) arrays need adaptation for RGBA. Either apply shaders to the RGB channels only and preserve alpha, or write RGBA-aware versions:
def apply_shader_rgba(canvas_rgba, shader_fn, **kwargs):
"""Apply an RGB shader to the color channels of an RGBA canvas."""
rgb = canvas_rgba[:, :, :3]
alpha = canvas_rgba[:, :, 3:4]
rgb_out = shader_fn(rgb, **kwargs)
return np.concatenate([rgb_out, alpha], axis=2)
Real-Time Terminal Rendering
Live ASCII display in the terminal using ANSI escape codes. Useful for previewing scenes during development, live performances, and interactive parameter tuning.
ANSI Color Escape Codes
def rgb_to_ansi(r, g, b):
"""24-bit true color ANSI escape (supported by most modern terminals)."""
return f"\033[38;2;{r};{g};{b}m"
ANSI_RESET = "\033[0m"
ANSI_CLEAR = "\033[2J\033[H" # clear screen + cursor home
ANSI_HIDE_CURSOR = "\033[?25l"
ANSI_SHOW_CURSOR = "\033[?25h"
Frame-to-ANSI Conversion
def frame_to_ansi(chars, colors):
"""Convert char+color arrays to a single ANSI string for terminal output.
Args:
chars: (rows, cols) array of single characters
colors: (rows, cols, 3) uint8 RGB array
Returns:
str: ANSI-encoded frame ready for sys.stdout.write()
"""
rows, cols = chars.shape
lines = []
for r in range(rows):
parts = []
prev_color = None
for c in range(cols):
rgb = tuple(colors[r, c])
ch = chars[r, c]
if ch == " " or rgb == (0, 0, 0):
parts.append(" ")
else:
if rgb != prev_color:
parts.append(rgb_to_ansi(*rgb))
prev_color = rgb
parts.append(ch)
parts.append(ANSI_RESET)
lines.append("".join(parts))
return "\n".join(lines)
Optimized: Delta Updates
Only redraw characters that changed since the last frame. Eliminates redundant terminal writes for static regions:
def frame_to_ansi_delta(chars, colors, prev_chars, prev_colors):
"""Emit ANSI escapes only for cells that changed."""
rows, cols = chars.shape
parts = []
for r in range(rows):
for c in range(cols):
if (chars[r, c] != prev_chars[r, c] or
not np.array_equal(colors[r, c], prev_colors[r, c])):
parts.append(f"\033[{r+1};{c+1}H") # move cursor
rgb = tuple(colors[r, c])
parts.append(rgb_to_ansi(*rgb))
parts.append(chars[r, c])
return "".join(parts)
Live Render Loop
import sys
import time
def render_live(scene_fn, r, fps=24, duration=None):
"""Render a scene function live in the terminal.
Args:
scene_fn: v2 scene function (r, f, t, S) -> canvas
OR v1-style function that populates a grid
r: Renderer instance
fps: target frame rate
duration: seconds to run (None = run until Ctrl+C)
"""
frame_time = 1.0 / fps
S = {}
f = {} # synthesize features or connect to live audio
sys.stdout.write(ANSI_HIDE_CURSOR + ANSI_CLEAR)
sys.stdout.flush()
t0 = time.monotonic()
frame_count = 0
try:
while True:
t = time.monotonic() - t0
if duration and t > duration:
break
# Synthesize features from time (or connect to live audio via pyaudio)
f = synthesize_features(t)
# Render scene — for terminal, use a small grid
g = r.get_grid("sm")
# Option A: v2 scene → extract chars/colors from canvas (reverse render)
# Option B: call effect functions directly for chars/colors
canvas = scene_fn(r, f, t, S)
# For terminal display, render chars+colors directly
# (bypassing the pixel canvas — terminal uses character cells)
chars, colors = scene_to_terminal(scene_fn, r, f, t, S, g)
frame_str = ANSI_CLEAR + frame_to_ansi(chars, colors)
sys.stdout.write(frame_str)
sys.stdout.flush()
# Frame timing
elapsed = time.monotonic() - t0 - (frame_count * frame_time)
sleep_time = frame_time - elapsed
if sleep_time > 0:
time.sleep(sleep_time)
frame_count += 1
except KeyboardInterrupt:
pass
finally:
sys.stdout.write(ANSI_SHOW_CURSOR + ANSI_RESET + "\n")
sys.stdout.flush()
def scene_to_terminal(scene_fn, r, f, t, S, g):
"""Run effect functions and return (chars, colors) for terminal display.
For terminal mode, skip the pixel canvas and work with character arrays directly."""
# Effects that return (chars, colors) work directly
# For vf-based effects, render the value field + hue field to chars/colors:
val = vf_plasma(g, f, t, S)
hue = hf_time_cycle(0.08)(g, t)
mask = val > 0.03
chars = val2char(val, mask, PAL_DENSE)
R, G, B = hsv2rgb(hue, np.full_like(val, 0.8), val)
colors = mkc(R, G, B, g.rows, g.cols)
return chars, colors
Curses-Based Rendering (More Robust)
For full-featured terminal UIs with proper resize handling and input:
import curses
def render_curses(scene_fn, r, fps=24):
"""Curses-based live renderer with resize handling and key input."""
def _main(stdscr):
curses.start_color()
curses.use_default_colors()
curses.curs_set(0) # hide cursor
stdscr.nodelay(True) # non-blocking input
# Initialize color pairs (curses supports 256 colors)
# Map RGB to nearest curses color pair
color_cache = {}
next_pair = [1]
def get_color_pair(r, g, b):
key = (r >> 4, g >> 4, b >> 4) # quantize to reduce pairs
if key not in color_cache:
if next_pair[0] < curses.COLOR_PAIRS - 1:
ci = 16 + (r // 51) * 36 + (g // 51) * 6 + (b // 51) # 6x6x6 cube
curses.init_pair(next_pair[0], ci, -1)
color_cache[key] = next_pair[0]
next_pair[0] += 1
else:
return 0
return curses.color_pair(color_cache[key])
S = {}
f = {}
frame_time = 1.0 / fps
t0 = time.monotonic()
while True:
t = time.monotonic() - t0
f = synthesize_features(t)
# Adapt grid to terminal size
max_y, max_x = stdscr.getmaxyx()
g = r.get_grid_for_size(max_x, max_y) # dynamic grid sizing
chars, colors = scene_to_terminal(scene_fn, r, f, t, S, g)
rows, cols = chars.shape
for row in range(min(rows, max_y - 1)):
for col in range(min(cols, max_x - 1)):
ch = chars[row, col]
rgb = tuple(colors[row, col])
try:
stdscr.addch(row, col, ch, get_color_pair(*rgb))
except curses.error:
pass # ignore writes outside terminal bounds
stdscr.refresh()
# Handle input
key = stdscr.getch()
if key == ord('q'):
break
time.sleep(max(0, frame_time - (time.monotonic() - t0 - t)))
curses.wrapper(_main)
Terminal Rendering Constraints
| Constraint | Value | Notes |
|---|---|---|
| Max practical grid | ~200x60 | Depends on terminal size |
| Color support | 24-bit (modern), 256 (fallback), 16 (minimal) | Check $COLORTERM for truecolor |
| Frame rate ceiling | ~30 fps | Terminal I/O is the bottleneck |
| Delta updates | 2-5x faster | Only worth it when <30% of cells change per frame |
| SSH latency | Kills performance | Local terminals only for real-time |
Detect color support:
import os
def get_terminal_color_depth():
ct = os.environ.get("COLORTERM", "")
if ct in ("truecolor", "24bit"):
return 24
term = os.environ.get("TERM", "")
if "256color" in term:
return 8 # 256 colors
return 4 # 16 colors basic ANSI