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🎨 pythonicDraw Tutorial - Terminal Graphics from Scratch

pythonicDraw.hpp is the foundation for all terminal graphics in Pythonic. This tutorial will teach you how it works, from basic concepts to advanced rendering.


📚 Table of Contents

  1. What are Braille Characters?
  2. The Braille Dot Layout
  3. BrailleCanvas Class
  4. ColorCanvas for True Color
  5. ColoredBrailleCanvas
  6. Signal Handling
  7. Video Playback
  8. GPU Acceleration

1. What are Braille Characters?

Unicode includes 256 Braille patterns (U+2800 to U+28FF). Each pattern represents a combination of 8 dots that can be on or off. We abuse this for graphics!

Standard Braille (for reading):     Our use (for graphics):
⠿ = letters/numbers                 ⠿ = 8 tiny pixels in one cell!

Why Braille?

Method Resolution per character Color
ASCII art (#, .) 1×1 No
Half-block () 1×2 Yes
Braille () 2×4 Limited

Braille gives us 8× the resolution of regular text!


2. The Braille Dot Layout

Each Braille character has 8 dots arranged in a 2×4 grid:

/**
 * Braille dot positions (Unicode offset from 0x2800):
 *   Col 0   Col 1
 *   [1]     [4]     Row 0  (bits 0, 3)
 *   [2]     [5]     Row 1  (bits 1, 4)
 *   [3]     [6]     Row 2  (bits 2, 5)
 *   [7]     [8]     Row 3  (bits 6, 7)
 */
constexpr uint8_t BRAILLE_DOTS[4][2] = {
    {0x01, 0x08},  // Row 0: bit 0 (0x01), bit 3 (0x08)
    {0x02, 0x10},  // Row 1: bit 1 (0x02), bit 4 (0x10)
    {0x04, 0x20},  // Row 2: bit 2 (0x04), bit 5 (0x20)
    {0x40, 0x80}   // Row 3: bit 6 (0x40), bit 7 (0x80)
};

Visual mapping:

Braille character: ⡇ (Unicode U+2847)

Binary: 0100 0111 = 0x47

Bit layout:
  bit0=1  bit3=0   →  ●
  bit1=1  bit4=0   →  ●
  bit2=1  bit5=0   →  ●
  bit6=0  bit7=1   →     ●

Displayed as: ⡇

Example: Creating a pattern

// Want to draw:
//   ●     (top-left)
//     ●   (middle-right)
//   ●     (bottom-left)

uint8_t pattern = 0;
pattern |= 0x01;  // Row 0, Col 0 (top-left)
pattern |= 0x10;  // Row 1, Col 1 (middle-right)
pattern |= 0x40;  // Row 3, Col 0 (bottom-left)

// pattern = 0x51 = ⡑
char32_t codepoint = 0x2800 + pattern;  // = 0x2851

3. BrailleCanvas Class

The BrailleCanvas stores a grid of Braille patterns:

class BrailleCanvas
{
private:
    size_t _char_width;    // Width in terminal characters
    size_t _char_height;   // Height in terminal characters
    size_t _pixel_width;   // char_width × 2 (2 dots wide per char)
    size_t _pixel_height;  // char_height × 4 (4 dots tall per char)

    // One byte per character cell, bits = which dots are "on"
    std::vector<std::vector<uint8_t>> _canvas;

Dimensions example:

Terminal: 80 × 24 characters
Canvas:   80 × 24 bytes (one per cell)
Pixels:   160 × 96 addressable points

Setting a Pixel

void set_pixel(int x, int y, bool on = true)
{
    if (x < 0 || x >= (int)_pixel_width ||
        y < 0 || y >= (int)_pixel_height)
        return;  // Bounds check

    int char_x = x / 2;   // Which character column
    int char_y = y / 4;   // Which character row
    int local_x = x % 2;  // Position within cell (0 or 1)
    int local_y = y % 4;  // Position within cell (0-3)

    uint8_t bit = BRAILLE_DOTS[local_y][local_x];

    if (on)
        _canvas[char_y][char_x] |= bit;   // Turn on
    else
        _canvas[char_y][char_x] &= ~bit;  // Turn off
}

Visual walkthrough:

set_pixel(5, 9, true)

Step 1: Find character cell
  char_x = 5 / 2 = 2    (third column)
  char_y = 9 / 4 = 2    (third row)

Step 2: Find position within cell
  local_x = 5 % 2 = 1   (right column of dots)
  local_y = 9 % 4 = 1   (second row of dots)

Step 3: Look up bit
  BRAILLE_DOTS[1][1] = 0x10 (bit 4)

Step 4: Set bit
  _canvas[2][2] |= 0x10

Optimized Block Setting

For video, we process entire 2×4 blocks at once:

void set_block_gray(int char_x, int char_y,
                    const uint8_t gray[8],
                    uint8_t threshold)
{
    // gray[0..7] = grayscale values for 8 pixels
    // Order: row0_col0, row0_col1, row1_col0, row1_col1, ...

    uint8_t pattern = 0;
    pattern |= (gray[0] >= threshold) ? 0x01 : 0;  // row 0, col 0
    pattern |= (gray[1] >= threshold) ? 0x08 : 0;  // row 0, col 1
    pattern |= (gray[2] >= threshold) ? 0x02 : 0;  // row 1, col 0
    pattern |= (gray[3] >= threshold) ? 0x10 : 0;  // row 1, col 1
    pattern |= (gray[4] >= threshold) ? 0x04 : 0;  // row 2, col 0
    pattern |= (gray[5] >= threshold) ? 0x20 : 0;  // row 2, col 1
    pattern |= (gray[6] >= threshold) ? 0x40 : 0;  // row 3, col 0
    pattern |= (gray[7] >= threshold) ? 0x80 : 0;  // row 3, col 1

    _canvas[char_y][char_x] = pattern;
}

This is 8× faster than calling set_pixel 8 times!


4. ColorCanvas for True Color

When you need full color, use half-block characters:

class ColorCanvas
{
private:
    size_t _pixel_width;   // Same as char_width
    size_t _pixel_height;  // char_height × 2

    std::vector<std::vector<RGB>> _pixels;  // Full RGB per pixel

Half-block rendering:

Character: ▀ (upper half block, U+2580)

Foreground color → top pixel
Background color → bottom pixel

One character = 2 vertical pixels

Rendering code:

std::string render() const
{
    const char *UPPER_HALF = "\xe2\x96\x80";  // ▀ in UTF-8

    for (size_t cy = 0; cy < _char_height; ++cy) {
        size_t py_top = cy * 2;
        size_t py_bot = py_top + 1;

        for (size_t cx = 0; cx < _char_width; ++cx) {
            RGB top = _pixels[py_top][cx];
            RGB bot = _pixels[py_bot][cx];

            // Set foreground color (top pixel)
            out += "\033[38;2;" + std::to_string(top.r) + ";"
                                + std::to_string(top.g) + ";"
                                + std::to_string(top.b) + "m";

            // Set background color (bottom pixel)
            out += "\033[48;2;" + std::to_string(bot.r) + ";"
                                + std::to_string(bot.g) + ";"
                                + std::to_string(bot.b) + "m";

            out += UPPER_HALF;
        }
        out += "\033[0m\n";  // Reset colors, newline
    }
}

ANSI escape code breakdown:

\033[38;2;R;G;Bm  = Set foreground to RGB(R,G,B)
\033[48;2;R;G;Bm  = Set background to RGB(R,G,B)
\033[0m          = Reset all attributes

5. ColoredBrailleCanvas

Combines high-resolution Braille with color:

class ColoredBrailleCanvas
{
private:
    std::vector<std::vector<uint8_t>> _patterns;  // Braille dot patterns
    std::vector<std::vector<RGB>> _colors;         // Color per cell

The limitation: Each Braille cell can only have ONE foreground color (all dots share it).

Color averaging:

void load_frame_rgb(const uint8_t *data, int width, int height,
                    uint8_t threshold = 128)
{
    for (size_t cy = 0; cy < _char_height; ++cy) {
        for (size_t cx = 0; cx < _char_width; ++cx) {
            uint8_t pattern = 0;
            int r_sum = 0, g_sum = 0, b_sum = 0;
            int on_count = 0;

            // Process 2×4 pixel block
            for (int row = 0; row < 4; ++row) {
                for (int col = 0; col < 2; ++col) {
                    // Get RGB from source image
                    uint8_t r = ..., g = ..., b = ...;

                    // Convert to grayscale for thresholding
                    uint8_t gray = (299*r + 587*g + 114*b) / 1000;

                    if (gray >= threshold) {
                        // Turn on this dot
                        pattern |= BRAILLE_DOTS[row][col];

                        // Accumulate color
                        r_sum += r;
                        g_sum += g;
                        b_sum += b;
                        on_count++;
                    }
                }
            }

            _patterns[cy][cx] = pattern;

            // Average color of "on" pixels
            if (on_count > 0) {
                _colors[cy][cx] = RGB(
                    r_sum / on_count,
                    g_sum / on_count,
                    b_sum / on_count
                );
            }
        }
    }
}

6. Signal Handling

Proper cleanup when user presses Ctrl+C:

namespace signal_handler
{
    inline void restore_terminal()
    {
        // Show cursor, reset colors, clear screen
        const char *restore = "\033[?25h\033[0m\033[H\033[J";
        write(STDOUT_FILENO, restore, strlen(restore));
    }

    inline void signal_handler_func(int signum)
    {
        restore_terminal();

        // Re-raise signal for normal exit
        std::signal(signum, SIG_DFL);
        std::raise(signum);
    }

    inline void install()
    {
        std::signal(SIGINT, signal_handler_func);   // Ctrl+C
        std::signal(SIGTERM, signal_handler_func);  // kill
#ifndef _WIN32
        std::signal(SIGHUP, signal_handler_func);   // Terminal closed
#endif
    }
}

Why this matters:

Without cleanup:

$ ./video_player
^C
  ← Cursor is invisible!
  ← Terminal shows garbage colors

With cleanup:

$ ./video_player
^C
$ ← Normal prompt, cursor visible

7. Video Playback

The VideoPlayer class decodes video frames using FFmpeg:

class VideoPlayer
{
private:
    FILE *_ffmpeg_pipe;     // Pipe from FFmpeg
    std::vector<uint8_t> _frame_buffer;

    void open_video(const std::string &path, int width)
    {
        // FFmpeg command to decode video to raw RGB
        std::string cmd = "ffmpeg -i \"" + path + "\" "
                         "-f rawvideo -pix_fmt rgb24 "
                         "-s " + std::to_string(width) + "x" +
                                 std::to_string(height) + " "
                         "-r 30 "  // 30 fps
                         "-loglevel quiet "
                         "-";      // Output to stdout

        _ffmpeg_pipe = popen(cmd.c_str(), "r");
    }

    bool read_frame()
    {
        size_t frame_size = _width * _height * 3;  // RGB = 3 bytes/pixel

        size_t bytes_read = fread(
            _frame_buffer.data(), 1, frame_size, _ffmpeg_pipe
        );

        return bytes_read == frame_size;
    }

Frame rendering loop:

void play()
{
    signal_handler::start_playback();

    std::cout << ansi::HIDE_CURSOR;
    std::cout << ansi::CLEAR_SCREEN;

    auto frame_time = std::chrono::microseconds(1000000 / 30);  // 30 fps

    while (read_frame()) {
        auto start = std::chrono::steady_clock::now();

        // Convert frame to Braille/ColorCanvas
        _canvas.load_frame_rgb(_frame_buffer.data(), _width, _height);

        // Output to terminal
        std::cout << ansi::CURSOR_HOME;
        std::cout << _canvas.render();

        // Wait for next frame
        auto elapsed = std::chrono::steady_clock::now() - start;
        if (elapsed < frame_time) {
            std::this_thread::sleep_for(frame_time - elapsed);
        }
    }

    std::cout << ansi::SHOW_CURSOR;
    signal_handler::end_playback();
}

8. GPU Acceleration

For faster rendering with OpenCL:

#ifdef PYTHONIC_ENABLE_OPENCL

class GPURenderer
{
private:
    cl::Context _context;
    cl::CommandQueue _queue;
    cl::Kernel _rgb_to_ansi_kernel;

    static constexpr const char *KERNEL_SOURCE = R"(
        __kernel void rgb_to_ansi(
            __global const uchar* input,   // RGB pixels
            __global uchar* output,        // Color values for ANSI
            int width, int height)
        {
            int gid = get_global_id(0);
            int char_y = gid / width;
            int char_x = gid % width;

            // Top and bottom pixel for half-block
            int top_idx = (char_y * 2 * width + char_x) * 3;
            int bot_idx = ((char_y * 2 + 1) * width + char_x) * 3;

            // Output 6 bytes: top RGB + bottom RGB
            int out_idx = gid * 6;
            output[out_idx] = input[top_idx];      // Top R
            output[out_idx+1] = input[top_idx+1];  // Top G
            output[out_idx+2] = input[top_idx+2];  // Top B
            output[out_idx+3] = input[bot_idx];    // Bot R
            output[out_idx+4] = input[bot_idx+1];  // Bot G
            output[out_idx+5] = input[bot_idx+2];  // Bot B
        }
    )";

GPU vs CPU:

Resolution CPU Time GPU Time Speedup
80×48 2ms 0.5ms
160×96 8ms 1ms
320×192 30ms 3ms 10×

Enable with:

g++ -std=c++20 -DPYTHONIC_ENABLE_OPENCL ... -lOpenCL

🎯 Putting It Together

Example: Drawing a circle

#include "pythonic/pythonicDraw.hpp"
using namespace pythonic::draw;

int main() {
    BrailleCanvas canvas(40, 20);  // 80×80 pixel resolution

    // Draw circle at center with radius 30
    int cx = 40, cy = 40, r = 30;

    for (int angle = 0; angle < 360; ++angle) {
        double rad = angle * 3.14159 / 180.0;
        int x = cx + r * cos(rad);
        int y = cy + r * sin(rad);
        canvas.set_pixel(x, y);
    }

    std::cout << canvas.render();
    return 0;
}

Output:

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣀⣀⣀⣀⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⣀⡤⠶⠛⠉⠀⠀⠀⠀⠉⠛⠶⢤⣀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⢀⡴⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠙⢦⡀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⣰⠏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠹⣆⠀⠀⠀⠀
⠀⠀⠀⢰⠇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠸⡆⠀⠀⠀
⠀⠀⠀⡏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢹⠀⠀⠀
⠀⠀⢸⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⡇⠀⠀
⠀⠀⡏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⠀⠀
⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⠀⠀
⠀⠀⢹⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡏⠀⠀
⠀⠀⠈⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⠁⠀⠀
⠀⠀⠀⢹⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⡟⠀⠀⠀
⠀⠀⠀⠀⠹⣄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⠟⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠈⠳⢤⣀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⡤⠞⠁⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠉⠛⠶⠤⣤⣤⣤⣤⣤⣤⠤⠶⠛⠉⠀⠀⠀⠀⠀⠀⠀⠀

📚 Next Steps