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Preview: grid overlay and per-block density values - #272
Two switches in the 2D preview toolbar, both remembered in the browser:
Grid (every 2D view): block lines once blocks are at least 6 CSS px apart, chunk lines (16-block sections up a side view) further out, region lines (512) further still. The finest step shown is faint, coarser ones stronger. The top-left label says which steps are showing (grid: blocks, chunks, regions).
Per block (density views): each pixel is sampled at the block it falls in (x, y, z floored), as the game samples, instead of at the pixel centre between blocks. Zoomed in, a block is one flat cell and the hover readout is the game's value at that block, interpolated() cells included. Pixels in the same block reuse one sample, so zooming in doesn't cost more.
Judgement calls
The grid is an SVG overlay rather than lines drawn into the render canvas. The render canvas is 2–4 CSS px per pixel, so lines drawn there would be fat. SVG rather than a second <canvas> so the existing tests' locator('canvas') stays unambiguous.
The grid follows the view each image was rendered at (recorded per request), so it stays aligned with a slow terrain render while the camera moves.
Per block defaults off, so the existing smooth look is unchanged unless asked for.
Region lines are columns only: a side view draws no region lines up y.
Not in this PR: Deepslate 0.27.2's Slice.compute ignores coordinate and always zeroes x, which makes slice previews differ from the game. That could be patched in the worker the same way fastDensity.ts replaces nodes.
Testing
npm run check in packages/preview: 0 errors.
New smoke test: the grid shows chunks at the default zoom and adds blocks when zoomed in. With Per block on, the readout for a Gradient(y, 0..512) equals y/512 exactly. Both switches survive a reload.
A Grid switch draws block lines when zoomed in, chunk lines (16-block
sections up a side view) further out, and region lines further still.
Each step shows once its lines are at least 6 CSS pixels apart. The grid
is SVG over the image, so lines stay thin however coarse the render is,
and it follows the view each image was rendered at, not the camera that
moved since.
A Per block switch, in density views, samples each pixel at the block it
falls in (x, y and z floored), as the game does, so zoomed in a block is
one flat cell and the hover readout shows the game's value there,
interpolated() cells included. Pixels in the same block reuse one
sample. Both switches are remembered in the browser.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AX3TszbXS3f1tAdyDwbKFH
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Files selected for processing: 5
engine/mcp/docs/guides/terrain.md
engine/mcp/preview/agent.mjs
packages/preview/src/preview/Preview.svelte
packages/preview/src/preview/preview.worker.ts
site/guides/terrain.md
Walkthrough
The preview adds persistent Grid and Per block controls for non-isometric views. Density rendering can sample at whole-block coordinates. The preview draws grid overlays aligned with the view used to produce the displayed image.
Changes
Preview rendering
Layer / File(s)
Summary
Block sampling contract and worker packages/preview/src/preview/protocol.ts, packages/preview/src/preview/preview.worker.ts
PreviewView adds the optional blocks flag. The worker floors coordinates and reuses values for matching blocks in noise, density-function, and final-density rendering when block sampling is enabled.
Render controls and grid overlay packages/preview/src/preview/Preview.svelte, web/tests/smoke.spec.ts
The preview stores Grid and Per block settings, sends the captured view with render requests, and draws grid paths aligned with the displayed image. The smoke test checks grid levels, per-block values, and persistence after reload.
sequenceDiagram
participant PreviewSvelte
participant LocalStorage
participant PreviewWorker
PreviewSvelte->>LocalStorage: Read and store Grid and Per block settings
PreviewSvelte->>PreviewWorker: Send render request with captured view
PreviewWorker-->>PreviewSvelte: Return rendered image
PreviewSvelte->>PreviewSvelte: Match image to its view and draw grid overlay
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Possibly related PRs
MinecraftMetascript/mms#118: Updates the PreviewView coordinate contract and worker coordinate selection used by this change.
Suggested reviewers: claude
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The title "Preview: grid overlay and per-block density values" matches the main changes in the changeset. The raw summary shows a persistent Grid toggle that draws block, chunk, and region lines in Pr…
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Explanation
The title "Preview: grid overlay and per-block density values" matches the main changes in the changeset. The raw summary shows a persistent Grid toggle that draws block, chunk, and region lines in Preview.svelte, and a Per block toggle that enables block-based density sampling through a new sampler in preview.worker.ts and a new blocks flag in protocol.ts. The title names both features and is concise, with no file lists or vague terms.
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A rabbit peers at blocks in rows, And watches where the bright line goes. The grid appears, then values align, A saved switch keeps settings fine. The burrow hums: “Render again!”
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Actionable comments posted: 2
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⚠️ Outside diff range comments (1)
Minor · Report the block sampled at the rendered-pixel centre. · Preview.svelte:920
packages/preview/src/preview/Preview.svelte:920 Minor · Functional Correctness · Quick win
Report the block sampled at the rendered-pixel centre.
With Per block enabled, this coordinate can identify a different block from the value on Line 919. The worker samples the pixel centre, but toWorld receives the exact pointer position.
For example, with height 100, view.y = 64.1, scale 0.25, and pointer py = 50.1, the readout reports block y 64. The worker samples row 50 at y 63.975, floors it to 63, and returns that block's value. A Gradient(y, 0..512) therefore reports y 64 · 0.1230, not the value for block 64.
For block-sampled readouts, calculate the coordinate from (ix + 0.5, iy + 0.5) using the displayed render's view.
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Review comment at @packages/preview/src/preview/Preview.svelte at line 920:
Update the coordinate calculation for Per block readouts so `toWorld` receives the rendered-pixel centre `(ix + 0.5, iy + 0.5)` using the displayed render’s view, rather than the exact pointer position. Preserve the existing pointer-position calculation for readouts that are not block-sampled.
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Inline comments:
Review comments at @packages/preview/src/preview/Preview.svelte:
- Line 686: Update both grid loops in drawGrid so coordinate iteration is
bounded and stops when adding step.size leaves the coordinate unchanged.
Preserve the existing range checks and grid output while ensuring large finite
camera coordinates cannot trap the main thread.
- Line 654: Update the grid-level calculation around perBlock so gridShown uses
the reactive snapshot of the view currently displayed by drawGrid, including the
displayed image-to-container ratio, rather than the changing camera view. Keep
level selection and line positioning based on the same displayed render so block
spacing preserves the six-pixel minimum while a replacement render is pending or
fails.
---
Outside diff comments:
Review comments at @packages/preview/src/preview/Preview.svelte:
- Line 920: Update the coordinate calculation for Per block readouts so
`toWorld` receives the rendered-pixel centre `(ix + 0.5, iy + 0.5)` using the
displayed render’s view, rather than the exact pointer position. Preserve the
existing pointer-position calculation for readouts that are not block-sampled.
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Reviewing files that changed from the base of the PR and between 8987647 and d62a881.
Files selected for processing: 5
engine/mcp/preview/agent.mjs
packages/preview/src/preview/Preview.svelte
packages/preview/src/preview/preview.worker.ts
packages/preview/src/preview/protocol.ts
web/tests/smoke.spec.ts
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…eadout at the pixel centre
- The grid picks its steps from the scale the image on screen was rendered
at, not the camera, so a zoom in flight doesn't draw block lines 1px apart.
- Grid lines are counted rather than stepped, so a camera coordinate too
large for 16 to change (1e20) can't hang the page.
- Per block, the readout names the block at the pixel's centre: the one
whose value it shows.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AX3TszbXS3f1tAdyDwbKFH
- The grid's steps come from the scale, resolution and look-down of the
render on screen, not the live camera, so a zoom waiting on its render
no longer draws block lines too close together over the old image.
- The hover readout names the block at the pixel's centre, where its
value was sampled, rather than the block under the pointer.
- Per block skips its neighbour cache at a block or more a pixel, where
neighbouring pixels never share a block.
- The terrain guide mentions Per block and Grid.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AX3TsyRfaGJsmpmzqvsHV1
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Requested by Brian · project thread
What
Two switches in the 2D preview toolbar, both remembered in the browser:
grid: blocks, chunks, regions).interpolated()cells included. Pixels in the same block reuse one sample, so zooming in doesn't cost more.Judgement calls
<canvas>so the existing tests'locator('canvas')stays unambiguous.Not in this PR: Deepslate 0.27.2's
Slice.computeignorescoordinateand always zeroes x, which makesslicepreviews differ from the game. That could be patched in the worker the same wayfastDensity.tsreplaces nodes.Testing
npm run checkinpackages/preview: 0 errors.Gradient(y, 0..512)equalsy/512exactly. Both switches survive a reload.Generated by Claude Code
Summary by CodeRabbit