13 KiB
Scene System Reference
Scenes are the top-level creative unit. Each scene is a time-bounded segment with its own effect function, shader chain, feedback configuration, and tone-mapping gamma.
Scene Protocol (v2)
Function Signature
def fx_scene_name(r, f, t, S) -> canvas:
"""
Args:
r: Renderer instance — access multiple grids via r.get_grid("sm")
f: dict of audio/video features, all values normalized to [0, 1]
t: time in seconds (global, not local to scene)
S: dict for persistent state (particles, rain columns, etc.)
Returns:
canvas: numpy uint8 array, shape (VH, VW, 3) — full pixel frame
"""
This replaces the v1 protocol where scenes returned (chars, colors) tuples. The v2 protocol gives scenes full control over multi-grid rendering and pixel-level composition internally.
The Renderer Class
class Renderer:
def __init__(self):
self.grids = {} # lazy-initialized grid cache
self.g = None # "active" grid (for backward compat)
self.S = {} # persistent state dict
def get_grid(self, key):
"""Get or create a GridLayer by size key."""
if key not in self.grids:
sizes = {"xs": 8, "sm": 10, "md": 16, "lg": 20, "xl": 24, "xxl": 40}
self.grids[key] = GridLayer(FONT_PATH, sizes[key])
return self.grids[key]
def set_grid(self, key):
"""Set active grid (legacy). Prefer get_grid() for multi-grid scenes."""
self.g = self.get_grid(key)
return self.g
Key difference from v1: scenes call r.get_grid("sm"), r.get_grid("lg"), etc. to access multiple grids. Each grid is lazy-initialized and cached. The set_grid() method still works for single-grid scenes.
Minimal Scene (Single Grid)
def fx_simple_rings(r, f, t, S):
"""Single-grid scene: rings with distance-mapped hue."""
canvas = _render_vf(r, "md",
lambda g, f, t, S: vf_rings(g, f, t, S, n_base=8, spacing_base=3),
hf_distance(0.3, 0.02), PAL_STARS, f, t, S, sat=0.85)
return canvas
Standard Scene (Two Grids + Blend)
def fx_tunnel_ripple(r, f, t, S):
"""Two-grid scene: tunnel depth exclusion-blended with ripple."""
canvas_a = _render_vf(r, "md",
lambda g, f, t, S: vf_tunnel(g, f, t, S, speed=5.0, complexity=10) * 1.3,
hf_distance(0.55, 0.02), PAL_GREEK, f, t, S, sat=0.7)
canvas_b = _render_vf(r, "sm",
lambda g, f, t, S: vf_ripple(g, f, t, S,
sources=[(0.3,0.3), (0.7,0.7), (0.5,0.2)], freq=0.5, damping=0.012) * 1.4,
hf_angle(0.1), PAL_STARS, f, t, S, sat=0.8)
return blend_canvas(canvas_a, canvas_b, "exclusion", 0.8)
Complex Scene (Three Grids + Conditional + Custom Rendering)
def fx_rings_explosion(r, f, t, S):
"""Three-grid scene with particles and conditional kaleidoscope."""
# Layer 1: rings
canvas_a = _render_vf(r, "sm",
lambda g, f, t, S: vf_rings(g, f, t, S, n_base=10, spacing_base=2) * 1.4,
lambda g, f, t, S: (g.angle / (2*np.pi) + t * 0.15) % 1.0,
PAL_STARS, f, t, S, sat=0.9)
# Layer 2: vortex on different grid
canvas_b = _render_vf(r, "md",
lambda g, f, t, S: vf_vortex(g, f, t, S, twist=6.0) * 1.2,
hf_time_cycle(0.15), PAL_BLOCKS, f, t, S, sat=0.8)
result = blend_canvas(canvas_b, canvas_a, "screen", 0.7)
# Layer 3: particles (custom rendering, not _render_vf)
g = r.get_grid("sm")
if "px" not in S:
S["px"], S["py"], S["vx"], S["vy"], S["life"], S["pch"] = (
[], [], [], [], [], [])
if f.get("beat", 0) > 0.5:
chars = list("\u2605\u2736\u2733\u2738\u2726\u2728*+")
for _ in range(int(80 + f.get("rms", 0.3) * 120)):
ang = random.uniform(0, 2 * math.pi)
sp = random.uniform(1, 10) * (0.5 + f.get("sub_r", 0.3) * 2)
S["px"].append(float(g.cols // 2))
S["py"].append(float(g.rows // 2))
S["vx"].append(math.cos(ang) * sp * 2.5)
S["vy"].append(math.sin(ang) * sp)
S["life"].append(1.0)
S["pch"].append(random.choice(chars))
# Update + draw particles
ch_p = np.full((g.rows, g.cols), " ", dtype="U1")
co_p = np.zeros((g.rows, g.cols, 3), dtype=np.uint8)
i = 0
while i < len(S["px"]):
S["px"][i] += S["vx"][i]; S["py"][i] += S["vy"][i]
S["vy"][i] += 0.03; S["life"][i] -= 0.02
if S["life"][i] <= 0:
for k in ("px","py","vx","vy","life","pch"): S[k].pop(i)
else:
pr, pc = int(S["py"][i]), int(S["px"][i])
if 0 <= pr < g.rows and 0 <= pc < g.cols:
ch_p[pr, pc] = S["pch"][i]
co_p[pr, pc] = hsv2rgb_scalar(
0.08 + (1-S["life"][i])*0.15, 0.95, S["life"][i])
i += 1
canvas_p = g.render(ch_p, co_p)
result = blend_canvas(result, canvas_p, "add", 0.8)
# Conditional kaleidoscope on strong beats
if f.get("bdecay", 0) > 0.4:
result = sh_kaleidoscope(result.copy(), folds=6)
return result
Scene with Custom Character Rendering (Matrix Rain)
When you need per-cell control beyond what _render_vf() provides:
def fx_matrix_layered(r, f, t, S):
"""Matrix rain blended with tunnel — two grids, screen blend."""
# Layer 1: Matrix rain (custom per-column rendering)
g = r.get_grid("md")
rows, cols = g.rows, g.cols
pal = PAL_KATA
if "ry" not in S or len(S["ry"]) != cols:
S["ry"] = np.random.uniform(-rows, rows, cols).astype(np.float32)
S["rsp"] = np.random.uniform(0.3, 2.0, cols).astype(np.float32)
S["rln"] = np.random.randint(8, 35, cols)
S["rch"] = np.random.randint(1, len(pal), (rows, cols))
speed = 0.6 + f.get("bass", 0.3) * 3
if f.get("beat", 0) > 0.5: speed *= 2.5
S["ry"] += S["rsp"] * speed
ch = np.full((rows, cols), " ", dtype="U1")
co = np.zeros((rows, cols, 3), dtype=np.uint8)
heads = S["ry"].astype(int)
for c in range(cols):
head = heads[c]
for i in range(S["rln"][c]):
row = head - i
if 0 <= row < rows:
fade = 1.0 - i / S["rln"][c]
ch[row, c] = pal[S["rch"][row, c] % len(pal)]
if i == 0:
v = int(min(255, fade * 300))
co[row, c] = (int(v*0.9), v, int(v*0.9))
else:
v = int(fade * 240)
co[row, c] = (int(v*0.1), v, int(v*0.4))
canvas_a = g.render(ch, co)
# Layer 2: Tunnel on sm grid for depth texture
canvas_b = _render_vf(r, "sm",
lambda g, f, t, S: vf_tunnel(g, f, t, S, speed=5.0, complexity=10),
hf_distance(0.3, 0.02), PAL_BLOCKS, f, t, S, sat=0.6)
return blend_canvas(canvas_a, canvas_b, "screen", 0.5)
Scene Table
The scene table defines the timeline: which scene plays when, with what configuration.
Structure
SCENES = [
{
"start": 0.0, # start time in seconds
"end": 3.96, # end time in seconds
"name": "starfield", # identifier (used for clip filenames)
"grid": "sm", # default grid (for render_clip setup)
"fx": fx_starfield, # scene function reference (must be module-level)
"gamma": 0.75, # tonemap gamma override (default 0.75)
"shaders": [ # shader chain (applied after tonemap + feedback)
("bloom", {"thr": 120}),
("vignette", {"s": 0.2}),
("grain", {"amt": 8}),
],
"feedback": None, # feedback buffer config (None = disabled)
# "feedback": {"decay": 0.8, "blend": "screen", "opacity": 0.3,
# "transform": "zoom", "transform_amt": 0.02, "hue_shift": 0.02},
},
{
"start": 3.96,
"end": 6.58,
"name": "matrix_layered",
"grid": "md",
"fx": fx_matrix_layered,
"shaders": [
("crt", {"strength": 0.05}),
("scanlines", {"intensity": 0.12}),
("color_grade", {"tint": (0.7, 1.2, 0.7)}),
("bloom", {"thr": 100}),
],
"feedback": {"decay": 0.5, "blend": "add", "opacity": 0.2},
},
# ... more scenes ...
]
Beat-Synced Scene Cutting
Derive cut points from audio analysis:
# Get beat timestamps
beats = [fi / FPS for fi in range(N_FRAMES) if features["beat"][fi] > 0.5]
# Group beats into phrase boundaries (every 4-8 beats)
cuts = [0.0]
for i in range(0, len(beats), 4): # cut every 4 beats
cuts.append(beats[i])
cuts.append(DURATION)
# Or use the music's structure: silence gaps, energy changes
energy = features["rms"]
# Find timestamps where energy drops significantly -> natural break points
render_clip() — The Render Loop
This function renders one scene to a clip file:
def render_clip(seg, features, clip_path):
r = Renderer()
r.set_grid(seg["grid"])
S = r.S
random.seed(hash(seg["id"]) + 42) # deterministic per scene
# Build shader chain from config
chain = ShaderChain()
for shader_name, kwargs in seg.get("shaders", []):
chain.add(shader_name, **kwargs)
# Setup feedback buffer
fb = None
fb_cfg = seg.get("feedback", None)
if fb_cfg:
fb = FeedbackBuffer()
fx_fn = seg["fx"]
# Open ffmpeg pipe
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", "20",
"-pix_fmt", "yuv420p", clip_path]
stderr_fh = open(clip_path.replace(".mp4", ".log"), "w")
pipe = subprocess.Popen(cmd, stdin=subprocess.PIPE,
stdout=subprocess.DEVNULL, stderr=stderr_fh)
for fi in range(seg["frame_start"], seg["frame_end"]):
t = fi / FPS
feat = {k: float(features[k][fi]) for k in features}
# 1. Scene renders canvas
canvas = fx_fn(r, feat, t, S)
# 2. Tonemap normalizes brightness
canvas = tonemap(canvas, gamma=seg.get("gamma", 0.75))
# 3. Feedback adds temporal recursion
if fb and fb_cfg:
canvas = fb.apply(canvas, **{k: fb_cfg[k] for k in fb_cfg})
# 4. Shader chain adds post-processing
canvas = chain.apply(canvas, f=feat, t=t)
pipe.stdin.write(canvas.tobytes())
pipe.stdin.close(); pipe.wait(); stderr_fh.close()
Building Segments from Scene Table
segments = []
for i, scene in enumerate(SCENES):
segments.append({
"id": f"s{i:02d}_{scene['name']}",
"name": scene["name"],
"grid": scene["grid"],
"fx": scene["fx"],
"shaders": scene.get("shaders", []),
"feedback": scene.get("feedback", None),
"gamma": scene.get("gamma", 0.75),
"frame_start": int(scene["start"] * FPS),
"frame_end": int(scene["end"] * FPS),
})
Parallel Rendering
Scenes are independent units dispatched to a process pool:
from concurrent.futures import ProcessPoolExecutor, as_completed
with ProcessPoolExecutor(max_workers=N_WORKERS) as pool:
futures = {
pool.submit(render_clip, seg, features, clip_path): seg["id"]
for seg, clip_path in zip(segments, clip_paths)
}
for fut in as_completed(futures):
try:
fut.result()
except Exception as e:
log(f"ERROR {futures[fut]}: {e}")
Pickling constraint: ProcessPoolExecutor serializes arguments via pickle. Module-level functions can be pickled; lambdas and closures cannot. All fx_* scene functions MUST be defined at module level, not as closures or class methods.
Test-Frame Mode
Render a single frame at a specific timestamp to verify visuals without a full render:
if args.test_frame >= 0:
fi = min(int(args.test_frame * FPS), N_FRAMES - 1)
t = fi / FPS
feat = {k: float(features[k][fi]) for k in features}
scene = next(sc for sc in reversed(SCENES) if t >= sc["start"])
r = Renderer()
r.set_grid(scene["grid"])
canvas = scene["fx"](r, feat, t, r.S)
canvas = tonemap(canvas, gamma=scene.get("gamma", 0.75))
chain = ShaderChain()
for sn, kw in scene.get("shaders", []):
chain.add(sn, **kw)
canvas = chain.apply(canvas, f=feat, t=t)
Image.fromarray(canvas).save(f"test_{args.test_frame:.1f}s.png")
print(f"Mean brightness: {canvas.astype(float).mean():.1f}")
CLI: python reel.py --test-frame 10.0
Scene Design Checklist
For each scene:
- Choose 2-3 grid sizes — different scales create interference
- Choose different value fields per layer — don't use the same effect on every grid
- Choose different hue fields per layer — or at minimum different hue offsets
- Choose different palettes per layer — mixing PAL_RUNE with PAL_BLOCKS looks different from PAL_RUNE with PAL_DENSE
- Choose a blend mode that matches the energy — screen for bright, difference for psychedelic, exclusion for subtle
- Add conditional effects on beat — kaleidoscope, mirror, glitch
- Configure feedback for trailing/recursive looks — or None for clean cuts
- Set gamma if using destructive shaders (solarize, posterize)
- Test with --test-frame at the scene's midpoint before full render