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@ -398,12 +398,27 @@ impl TextureManager { |
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/// Requires eyes and a magnifying glass to verify.
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pub fn pixel_test(ui: &mut Ui) { |
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ui.heading("Pixel alignment test"); |
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ui.label("If anything is blurry, then everything will be blurry, including text."); |
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ui.label("You might need a magnifying glass to check this test."); |
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if cfg!(target_arch = "wasm32") { |
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ui.label("Make sure these test pass even when you zoom in/out and resize the browser."); |
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} |
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ui.add_space(4.0); |
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pixel_test_lines(ui); |
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ui.add_space(4.0); |
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pixel_test_squares(ui); |
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} |
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fn pixel_test_squares(ui: &mut Ui) { |
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ui.label("The first square should be exactly one physical pixel big."); |
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ui.label("They should be exactly one physical pixel apart."); |
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ui.label("Each subsequent square should be one physical pixel larger than the previous."); |
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ui.label("They should be perfectly aligned to the physical pixel grid."); |
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ui.label("If these squares are blurry, everything will be blurry, including text."); |
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ui.label("You might need a magnifying glass to check this test."); |
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let color = if ui.style().visuals.dark_mode { |
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egui::Color32::WHITE |
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@ -412,6 +427,7 @@ pub fn pixel_test(ui: &mut Ui) { |
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}; |
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let pixels_per_point = ui.ctx().pixels_per_point(); |
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let num_squares = (pixels_per_point * 10.0).round().max(10.0) as u32; |
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let size_pixels = vec2( |
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((num_squares + 1) * (num_squares + 2) / 2) as f32, |
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@ -427,17 +443,58 @@ pub fn pixel_test(ui: &mut Ui) { |
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.ceil(); |
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for size in 1..=num_squares { |
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let rect_points = Rect::from_min_size( |
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Pos2::new( |
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cursor_pixel.x / pixels_per_point, |
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cursor_pixel.y / pixels_per_point, |
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), |
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Vec2::splat(size as f32) / pixels_per_point, |
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Pos2::new(cursor_pixel.x, cursor_pixel.y), |
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Vec2::splat(size as f32), |
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); |
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painter.rect_filled(rect_points, 0.0, color); |
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painter.rect_filled(rect_points / pixels_per_point, 0.0, color); |
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cursor_pixel.x += (1 + size) as f32; |
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} |
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} |
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fn pixel_test_lines(ui: &mut Ui) { |
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let pixels_per_point = ui.ctx().pixels_per_point(); |
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let n = (96.0 * pixels_per_point) as usize; |
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ui.label("The lines should be exactly one physical pixel wide, one physical pixel apart."); |
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ui.label("They should be perfectly white and black."); |
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let hspace_px = pixels_per_point * 4.0; |
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let size_px = Vec2::new(2.0 * n as f32 + hspace_px, n as f32); |
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let size_points = size_px / pixels_per_point + Vec2::splat(2.0); |
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let (response, painter) = ui.allocate_painter(size_points, Sense::hover()); |
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let mut cursor_px = Pos2::new( |
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response.rect.min.x * pixels_per_point, |
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response.rect.min.y * pixels_per_point, |
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) |
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.ceil(); |
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// Vertical stripes:
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for x in 0..n / 2 { |
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let rect_px = Rect::from_min_size( |
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Pos2::new(cursor_px.x + 2.0 * x as f32, cursor_px.y), |
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Vec2::new(1.0, n as f32), |
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); |
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painter.rect_filled(rect_px / pixels_per_point, 0.0, egui::Color32::WHITE); |
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let rect_px = rect_px.translate(vec2(1.0, 0.0)); |
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painter.rect_filled(rect_px / pixels_per_point, 0.0, egui::Color32::BLACK); |
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} |
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cursor_px.x += n as f32 + hspace_px; |
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// Horizontal stripes:
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for y in 0..n / 2 { |
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let rect_px = Rect::from_min_size( |
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Pos2::new(cursor_px.x, cursor_px.y + 2.0 * y as f32), |
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Vec2::new(n as f32, 1.0), |
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); |
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painter.rect_filled(rect_px / pixels_per_point, 0.0, egui::Color32::WHITE); |
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let rect_px = rect_px.translate(vec2(0.0, 1.0)); |
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painter.rect_filled(rect_px / pixels_per_point, 0.0, egui::Color32::BLACK); |
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} |
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} |
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fn blending_and_feathering_test(ui: &mut Ui) { |
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ui.label("The left side shows how lines of different widths look."); |
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ui.label("The right side tests text rendering at different opacities and sizes."); |
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