Non-integer blur radii broke the rendering (the log slider mapped to
fractional values), so the control is now integer-only by design:
REGION_BLUR_OPTIONS with snap-to-nearest sanitization for any input,
same law as the bitmap resolution. The old off zone (blur 0) is gone;
stored 0s snap back into the set.
All graph panel controls are now user-facing and server-persisted:
the old session-only dev number inputs are gone. GraphRenderSettings
gains nested regions/physics sections (backward compatible: old flat
files load with defaults), and RegionTuning/PhysicsTuning moved from
the renderer into core/render-settings.ts — one shape, one sanitizer,
one source for the store, the panel, and the renderer.
Physics/region clamps are sweep-validated safe ranges (each field at
both ends + all four corners settles cleanly on the real graph: no
NaN, no explosion — linkStrength caps at 4 since 8 explodes and 5
wobbles; friction floors at 0.1 since 0 never damps). Panel: log
sliders (default = geometric mean = position 50, step 5), off-zone
sliders for blur/cluster pull (position 0 = exactly 0), a fixed-set
dropdown for bitmap resolution, depth-anchor modes promoted to the
select.
User-facing live-sim controls (settings panel, Physics section):
node repulsion, edge attraction, edge length, central pull, cluster
pull, friction — session-only number inputs feeding createGraphSimulation
(the SAME engine the server settle runs, so the feel IS the physics).
Changing a value rebuilds the sim from current positions; drag pins
(fx/fy live on the node objects) survive; a mid-settle change re-anneals.
The graph-view FA2 bootstrap fallback is rewritten on incrementalLayout
(d3-force): the last graphology import in the shell is gone.
User feedback round 1 on the splat regions:
- Double counting: per-node gradient discs stacked with the edge-stroke
dilation wherever nodes sat on edges (hub hot spots). A cluster is its
CONNECTED skeleton — the region is now the dilated intra-cluster edge
network ONLY (round caps make line-end points discs), per the user's
definition. No per-node discs at all.
- The 'blur' was no blur: bilinear upscale of a 256px bitmap produced
tent-ramp chunkiness at zoom (the low-quality-JPEG look). Now a REAL
blur: 3 box-blur rounds on the premultiplied bitmap (separable running
sum, pure + unit-tested; premultiply keeps halos out of transparent
space). The upscale now has nothing left to make chunky.
- Live dev controls: number inputs (not sliders) in the settings panel —
dilation (screen px at fit), blur (bitmap px), bitmap resolution,
edge alpha. Session-only React state, never persisted; the renderer's
sanitizeRegionTuning makes bad/empty values safe. Verified end-to-end
through the real input (dilation 28 → 60 took effect).
- Premultiply un-recovery bug caught live: c = pm/a*255, not pm/a (the
first version rounded every color to black; regions rendered as
dark blobs with alpha 185).
- Region canvas: willReadFrequently (Chrome keeps it on the CPU for the
per-rebuild getImageData); defaults dilation 55 → 28 after measuring
screen coverage (63% → 55%).
- Perf: 120fps sustained through a drag with blur + rebuild-every-3rd-
frame (45 frames / 360ms measured), zero idle frames after settle.
Implements Option B from docs/research/graph-rendering.md. sigma.js v3
(WebGL) is replaced by one canvas, one rAF loop with a dirty flag, and
d3-zoom for the camera — eliminating the entire bug class from the
sigma-era bolt-on architecture:
- Hull/node desync during pan (two independent render loops) is now
structurally impossible: hull fills, dashed hull strokes, edges with
arrowheads, node discs, region labels, node labels, and hover glow
are all drawn in ONE frame under ONE camera.
- The settings-change canvas-sizing race (everything shifting up-left)
is gone: settings changes only redraw; the canvas and camera persist
(verified live: camera identical to 15 decimals across a slider drag).
- The GPU floor is gone: idle schedules NO frames at all (verified via
pixel-identity over 600ms idle); pan redraws exactly once per frame.
components/graph-canvas.ts: GraphCanvasRenderer class plus pure helpers
(zoomRatioOf, labelAlpha, fitTransform, arrowGeometry, pickNearest).
The sigma camera-ratio convention (1 = fit, smaller = zoomed in) is kept
verbatim so persisted labelZoom settings survive the swap; node labels
and cluster region labels cross-fade over the same LABELS_FADE_SPAN
(0.5, unchanged). Picking is a nearest-node distance check with the
10px pad that replaces the old padded-picking vertex shader. Hull math
stays in components/cluster-geometry.ts, reused as-is. No ctx.filter,
ever.
graph-view.tsx keeps every feature: fetch/refetch on runs-empty, FA2
run-then-freeze layout, localStorage render settings + sanitizers,
search filtering with edge drops and card-close, detail card with
flipped anchoring and per-source provenance, settings panel, import
button, pipeline status chips. Only the renderer plumbing changed.
tests/graph-canvas.test.ts pins the pure math: ratio direction, label
gate + inverse complement (alphas sum to 1), fit transform padding,
arrowhead tip-on-disc-edge and symmetry, picking pad/ties/null cases.
Live-verified end-to-end on the real 338-node graph (dev server
port 3002): single canvas, paint at fit, hover cursor+glow+fade, click
card open/anchored/close, stage click, search filter to zero with hint,
label gate opens via slider and zoom, cluster-labels toggle, zoom-to-
cursor 0.56px anchor drift, camera persistence across settings, zero
idle repaints. sigma dependency removed from package.json; d3-zoom and
d3-selection added.
Note: the settings feed effect needed isEmpty in its deps — without it
the renderer mounted with settings=null and every draw early-returned
(blank canvas); caught live, not by typecheck.