Put the text and boxes of the interface on device pixels

On a screen scaled to 125 % or 150 % the editor looked soft beside
a page the browser draws itself. The layout counts in whole CSS
pixels, and most of those fall between two device pixels there. The
GPU averages both: text loses its edges, and a 1 px line becomes a
pixel and a half of mixed colour. Now text and boxes are rounded to
device pixels, and a line is one device pixel wide.

- ui/pixelGrid.ts holds the rule. crispText() makes a text with
  Pixi's roundPixels, crisp() does the same for a Graphics of
  upright boxes, and hairline() is the width of one device pixel.
- Every text of the interface is made with crispText() instead of
  new Text().
- crisp() only rounds where the scale is not a whole number. At
  100 % and 200 % nothing changes.
- drawControlBox, drawHeaderBar and drawSectionBand draw their
  lines a hairline wide and flush with the edge. The widgets that
  draw lines of their own do the same.
- Two bands share exactly the line they draw, and a column still
  ends on a whole pixel.
- The stage is nudged by 1/32 px where the scale is not whole. At
  150 % every odd pixel is an exact half, and without the nudge one
  band came out a row shorter than its neighbours.
- Curves, icons and everything of the game stay unrounded. Rounding
  their points would bend them.
- The harness takes deviceScaleFactor as an option, and the hooks
  deviceColumn, edgeContrast and pixelGrid read the frame as the
  screen gets it.

Not in here: the subpixel smoothing a browser gives its own text.
Pixi draws a text into a transparent picture first, and there only
greyscale smoothing is possible.

Measured at 150 %, edge contrast before and after: top bar 31.5 to
47.8, the lists on the left 68.6 to 86.4, inspector 27.6 to 38.4.
At 100 % it is 46.5, 90.1 and 37.9, and the picture there is the
same as before pixel for pixel, apart from the fps display.

Tests:
- Gate on melektaus-atx: 206 files, 3114 tests (3104 + 10), exit 0
- Full run on melektaus-atx: 1655 of 1656 checks passed, smokes
  24/19/21. The one that failed was a condition of the new step
  62 itself: it scrolled an inspector that had nothing to scroll.
  The step now makes the window lower for that reading.
- e2e 61,62 after that fix: 14 checks. The full run was not
  repeated, and CI is switched off for now.
- Ten unit tests, nine in tests/ui/pixel-grid.test.ts
- Eight e2e checks in the new step 62, which runs at 150 %
- Eleven unit counter-probes fail tests
- Four browser counter-probes fail their checks. They ran before
  the fix to step 62 and were not repeated for it.
- Screenshots looked at for 125 % and 150 %

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-02 08:42:26 +02:00
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import { type FrameRect, isTextureFile, resolvePicture } from '../../core/model/texture';
import { effectiveScale, gameClock } from '../../core/time';
import { afterFrames, isRendering, renderCount, requestRender, stagePixel, stagePixels } from '../../ui';
import {
afterFrames,
hairline,
isRendering,
renderCount,
requestRender,
stagePixel,
stagePixels,
} from '../../ui';
import { particleLibrary } from '../../viewport/ParticleLibrary';
import { shaderLibrary } from '../../viewport/ShaderLibrary';
import { textureLibrary } from '../../viewport/TextureLibrary';
import { type Container, Mesh } from 'pixi.js';
import type { HookContext } from './hookHelpers';
import { edgeContrast } from './sharpness';
/** What was really drawn, and the clocks behind it: pixels, textures, frames, shaders and particles. */
export function renderHooks({ app, state, editor }: HookContext) {
const { viewport, gameView } = editor;
const pixelAt = (x: number, y: number): string => stagePixel(app, x, y);
/**
* A part of the frame as the screen gets it, device pixel for device pixel. `pixelAt` cannot say
* that: it draws the stage again into a target of its own, at the layout's size.
*/
const deviceFrame = (x: number, y: number, w: number, h: number): ImageData => {
const res = app.renderer.resolution;
const [sx, sy, sw, sh] = [x, y, w, h].map((v) => Math.round(v * res)) as [number, number, number, number];
const copy = document.createElement('canvas');
copy.width = Math.max(1, sw);
copy.height = Math.max(1, sh);
const context = copy.getContext('2d')!;
// In one go with the render: the drawing buffer is only promised to hold the frame until the task ends.
app.render();
context.drawImage(app.canvas, sx, sy, copy.width, copy.height, 0, 0, copy.width, copy.height);
return context.getImageData(0, 0, copy.width, copy.height);
};
return {
pixelAt,
/** The grid the interface rounds to: device pixels per layout pixel, and what a hairline measures. */
pixelGrid: () => ({ resolution: app.renderer.resolution, hairline: hairline() }),
/** How hard the edges are in a rectangle of the screen, given in layout pixels – see `edgeContrast`. */
edgeContrast: (x: number, y: number, w: number, h: number) => {
const frame = deviceFrame(x, y, w, h);
return edgeContrast(frame.data, frame.width, frame.height);
},
/** The device pixels down one column, from layout `y` over `h`, as `#rrggbb`. */
deviceColumn: (x: number, y: number, h: number) => {
const { data, height } = deviceFrame(x, y, 1 / app.renderer.resolution, h);
const hex = (v: number | undefined) => (v ?? 0).toString(16).padStart(2, '0');
return Array.from(
{ length: height },
(_, row) => `#${hex(data[row * 4])}${hex(data[row * 4 + 1])}${hex(data[row * 4 + 2])}`,
);
},
/** Many points from one render, each the colour `pixelAt` would give – for checks that sample hundreds. */
pixels: (points: readonly { x: number; y: number }[]) => stagePixels(app, points),
/**
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/**
* How hard the edges in a picture are: the mean jump in brightness between neighbours, over the
* pixels that have one at all. Text and lines drawn between two device pixels are averaged across
* both and score lower – the one number that tells such a frame from a crisp one (see `pixelGrid.ts`).
*/
export function edgeContrast(rgba: ArrayLike<number>, width: number, height: number): number {
const lum = (x: number, y: number): number => {
const i = (y * width + x) * 4;
return 0.299 * (rgba[i] ?? 0) + 0.587 * (rgba[i + 1] ?? 0) + 0.114 * (rgba[i + 2] ?? 0);
};
let sum = 0;
let edges = 0;
for (let y = 0; y < height - 1; y++)
for (let x = 0; x < width - 1; x++) {
const here = lum(x, y);
const dx = Math.abs(lum(x + 1, y) - here);
const dy = Math.abs(lum(x, y + 1) - here);
sum += dx + dy;
if (dx > EDGE || dy > EDGE) edges += 1;
}
return edges ? sum / edges : 0;
}
/** Below this a difference is noise of the blending, not an edge. */
const EDGE = 2;