Add virtual offset to coordinate transformation

- Add some general information on Noitas viewport transformation
- Update viewport transformation tests
This commit is contained in:
David Vogel 2022-07-24 22:45:13 +02:00
parent 0126e706cb
commit 175d5ba969

View File

@ -3,11 +3,24 @@
-- This software is released under the MIT License.
-- https://opensource.org/licenses/MIT
-- Viewport coordinates transformation (world <-> window) for Noita.
-- Pixel perfect viewport coordinates transformation (world <-> window) for Noita.
-- For it to work, you have to:
-- - Put Coords:ReadResolutions() inside of the OnMagicNumbersAndWorldSeedInitialized() hook.
-- Some general information on how Noita does that stuff internally:
-- - The base for all calculations is the window rectangle (window client area).
-- - Inside the window there is the internal rectangle that is fit to be fully contained and centered inside the window.
-- - Inside the internal rectangle there is the virtual rectangle that is aligned to the top, and scaled to fit horizontally.
-- - Everything outside the internal rectangle is black.
-- - Everything outside the virtual rectangle is not rendered correctly.
-- - A positive virtual offset moves the rendered world to the top left.
-- - The virtual offset needs to be [-2, 0] for the viewport center to be exactly centered, and chunks to align perfectly with the window.
-- - GameGetCameraBounds returned coordinates are off by a few pixels, also it doesn't have sub pixel precision.
-- - The mouse cursor coordinates in the dev build use the wrong rounding method (It rounds towards zero, instead of floor).
-- - Integer world coordinates map exactly to pixel borders.
-- - The default image ratios of the virtual and internal rectangles don't exactly match, which causes a really small black border.
--------------------------
-- Load library modules --
--------------------------
@ -21,14 +34,18 @@ local Vec2 = require("noita-api.vec2")
-- Code --
----------
local virtualOffsetPixelPerfect = Vec2(-2, 0)
---@class Coords
---@field InternalResolution Vec2 -- Size of the internal rectangle in window pixels.
---@field WindowResolution Vec2 -- Size of the window client area in window pixels.
---@field VirtualResolution Vec2 -- Size of the virtual rectangle in world/virtual pixels.
---@field VirtualOffset Vec2 -- Offset of the virtual rectangle in world/virtual pixels.
local Coords = {
InternalResolution = Vec2(0, 0),
WindowResolution = Vec2(0, 0),
VirtualResolution = Vec2(0, 0),
VirtualOffset = Vec2(0, 0),
}
---Reads and updates the internal, window and virtual resolutions from Noita's config files and API.
@ -44,6 +61,7 @@ function Coords:ReadResolutions()
self.WindowResolution = Vec2(tonumber(xml.attr["window_w"]), tonumber(xml.attr["window_h"]))
self.InternalResolution = Vec2(tonumber(xml.attr["internal_size_w"]), tonumber(xml.attr["internal_size_h"]))
self.VirtualResolution = Vec2(tonumber(MagicNumbersGetValue("VIRTUAL_RESOLUTION_X")), tonumber(MagicNumbersGetValue("VIRTUAL_RESOLUTION_Y")))
self.VirtualOffset = Vec2(tonumber(MagicNumbersGetValue("VIRTUAL_RESOLUTION_OFFSET_X")), tonumber(MagicNumbersGetValue("VIRTUAL_RESOLUTION_OFFSET_Y")))
f:close()
return nil
@ -112,7 +130,7 @@ function Coords:ToWindow(world, viewportCenter)
local internalTopLeft, internalBottomRight = self:InternalRect()
local pixelScale = self:PixelScale()
return internalTopLeft + (self.VirtualResolution / 2 + world - viewportCenter) * pixelScale
return internalTopLeft + (self.VirtualResolution / 2 + world - viewportCenter - virtualOffsetPixelPerfect + self.VirtualOffset) * pixelScale
end
---Converts the given window coordinates into world/virtual coordinates.
@ -125,7 +143,7 @@ function Coords:ToWorld(window, viewportCenter)
local internalTopLeft, internalBottomRight = self:InternalRect()
local pixelScale = self:PixelScale()
return viewportCenter - self.VirtualResolution / 2 + (window - internalTopLeft) / pixelScale
return viewportCenter - self.VirtualResolution / 2 + (window - internalTopLeft) / pixelScale + virtualOffsetPixelPerfect - self.VirtualOffset
end
-------------
@ -141,38 +159,38 @@ end
---
--- Magic numbers (`.\mods\noita-mapcap\files\magic_numbers.xml`):
--- - `VIRTUAL_RESOLUTION_X`, `VIRTUAL_RESOLUTION_X`: The resolution of the rendered world.
--- - `VIRTUAL_RESOLUTION_OFFSET_X`, `VIRTUAL_RESOLUTION_OFFSET_Y`: Offset of the world/virtual coordinate system, has to be set to `-2, 0` to map pixel exact to the screen.
--- - `VIRTUAL_RESOLUTION_OFFSET_X`, `VIRTUAL_RESOLUTION_OFFSET_Y`: Offset of the world/virtual coordinate system, has to be set to `-2, 0` to map pixel perfect to the screen.
---
--- Table contents:
---
--- - `InternalRes`, `WindowRes`, `VirtualRes` -- are the settings from the above mentioned config files.
--- - `InternalRes`, `WindowRes`, `VirtualRes`, `VirtualOffset` -- are the settings from the above mentioned config files.
--- - `WindowTopLeft` contains the resulting world coordinates of the window's top left pixel with GameSetCameraPos(0, 0).
--- - `WindowCenter` contains the resulting world coordinates of the window's center pixel with GameSetCameraPos(0, 0).
--- - `RenderedTopLeft`, `RenderedBottomRight` describe the rectangle in world coordinates that contains correctly rendered chunks. Everything outside this rectangle may either just be a blank background image or completely black.
local testTable = {
{ InternalRes = Vec2(1024, 1024), WindowRes = Vec2(1024, 1024), VirtualRes = Vec2(1024, 1024), WindowTopLeft = Vec2(-512, -512), WindowCenter = Vec2(0, 0), RenderedTopLeft = Vec2(-512, -512), RenderedBottomRight = Vec2(512, 512) },
{ InternalRes = Vec2(1024, 1024), WindowRes = Vec2(1024, 1024), VirtualRes = Vec2(512, 1024), WindowTopLeft = Vec2(-256, -512), WindowCenter = Vec2(0, -256), RenderedTopLeft = Vec2(-256, -512), RenderedBottomRight = Vec2(256, 0) },
{ InternalRes = Vec2(1024, 1024), WindowRes = Vec2(1024, 1024), VirtualRes = Vec2(1024, 512), WindowTopLeft = Vec2(-512, -256), WindowCenter = Vec2(0, 256), RenderedTopLeft = Vec2(-512, -256), RenderedBottomRight = Vec2(512, 256) },
{ InternalRes = Vec2(512, 1024), WindowRes = Vec2(1024, 1024), VirtualRes = Vec2(1024, 1024), WindowTopLeft = Vec2(-1024, -512), WindowCenter = Vec2(0, 512), RenderedTopLeft = Vec2(-512, -512), RenderedBottomRight = Vec2(512, 512) },
{ InternalRes = Vec2(1024, 512), WindowRes = Vec2(1024, 1024), VirtualRes = Vec2(1024, 1024), WindowTopLeft = Vec2(-512, -768), WindowCenter = Vec2(0, -256), RenderedTopLeft = Vec2(-512, -512), RenderedBottomRight = Vec2(512, 0) },
{ InternalRes = Vec2(1024, 1024), WindowRes = Vec2(1024, 2048), VirtualRes = Vec2(1024, 1024), WindowTopLeft = Vec2(-512, -1024), WindowCenter = Vec2(0, 0), RenderedTopLeft = Vec2(-512, -512), RenderedBottomRight = Vec2(512, 512) },
{ InternalRes = Vec2(1024, 1024), WindowRes = Vec2(2048, 1024), VirtualRes = Vec2(1024, 1024), WindowTopLeft = Vec2(-1024, -512), WindowCenter = Vec2(0, 0), RenderedTopLeft = Vec2(-512, -512), RenderedBottomRight = Vec2(512, 512) },
{ InternalRes = Vec2(1024, 512), WindowRes = Vec2(1024, 512), VirtualRes = Vec2(1024, 1024), WindowTopLeft = Vec2(-512, -512), WindowCenter = Vec2(0, -256), RenderedTopLeft = Vec2(-512, -512), RenderedBottomRight = Vec2(512, 0) },
{ InternalRes = Vec2(2048, 1024), WindowRes = Vec2(2048, 1024), VirtualRes = Vec2(1024, 1024), WindowTopLeft = Vec2(-512, -512), WindowCenter = Vec2(0, -256), RenderedTopLeft = Vec2(-512, -512), RenderedBottomRight = Vec2(512, 0) },
{ InternalRes = Vec2(2048, 1024), WindowRes = Vec2(2048, 1024), VirtualRes = Vec2(2048, 1024), WindowTopLeft = Vec2(-1024, -512), WindowCenter = Vec2(0, 0), RenderedTopLeft = Vec2(-1024, -512), RenderedBottomRight = Vec2(1024, 512) },
{ InternalRes = Vec2(2048, 1024), WindowRes = Vec2(2048, 1024), VirtualRes = Vec2(512, 2048), WindowTopLeft = Vec2(-256, -1024), WindowCenter = Vec2(0, -896), RenderedTopLeft = Vec2(-256, -1024), RenderedBottomRight = Vec2(256, -768) },
{ InternalRes = Vec2(2048, 1024), WindowRes = Vec2(2048, 1024), VirtualRes = Vec2(1024, 16), WindowTopLeft = Vec2(-512, -8), WindowCenter = Vec2(0, 248), RenderedTopLeft = Vec2(-512, -8), RenderedBottomRight = Vec2(512, 8) },
{ InternalRes = Vec2(1024, 1024), WindowRes = Vec2(1024, 1024), VirtualRes = Vec2(32, 16), WindowTopLeft = Vec2(-16, -8), WindowCenter = Vec2(0, 8), RenderedTopLeft = Vec2(-16, -8), RenderedBottomRight = Vec2(16, 8) },
{ InternalRes = Vec2(1280, 720), WindowRes = Vec2(1920, 1080), VirtualRes = Vec2(427, 242), WindowTopLeft = Vec2(-213.5, -121), WindowCenter = Vec2(0, -0.90625), RenderedTopLeft = Vec2(-213.5, -121), RenderedBottomRight = Vec2(213.5, 119.1875) },
{ InternalRes = Vec2(1280, 720), WindowRes = Vec2(1920, 1200), VirtualRes = Vec2(427, 242), WindowTopLeft = Vec2(-213.5, -134.34375), WindowCenter = Vec2(0, -0.90625), RenderedTopLeft = Vec2(-213.5, -121), RenderedBottomRight = Vec2(213.5, 119.1875) },
{ InternalRes = Vec2(1280, 720), WindowRes = Vec2(2048, 1080), VirtualRes = Vec2(427, 242), WindowTopLeft = Vec2(-227.73333, -121), WindowCenter = Vec2(0, -0.90625), RenderedTopLeft = Vec2(-213.5, -121), RenderedBottomRight = Vec2(213.5, 119.1875) },
{ InternalRes = Vec2(1024, 1024), WindowRes = Vec2(1024, 1024), VirtualRes = Vec2(1024, 1024), VirtualOffset = Vec2(-2, 0), WindowTopLeft = Vec2(-512, -512), WindowCenter = Vec2(0, 0), RenderedTopLeft = Vec2(-512, -512), RenderedBottomRight = Vec2(512, 512) },
{ InternalRes = Vec2(1024, 1024), WindowRes = Vec2(1024, 1024), VirtualRes = Vec2(512, 1024), VirtualOffset = Vec2(-2, 0), WindowTopLeft = Vec2(-256, -512), WindowCenter = Vec2(0, -256), RenderedTopLeft = Vec2(-256, -512), RenderedBottomRight = Vec2(256, 0) },
{ InternalRes = Vec2(1024, 1024), WindowRes = Vec2(1024, 1024), VirtualRes = Vec2(1024, 512), VirtualOffset = Vec2(-2, 0), WindowTopLeft = Vec2(-512, -256), WindowCenter = Vec2(0, 256), RenderedTopLeft = Vec2(-512, -256), RenderedBottomRight = Vec2(512, 256) },
{ InternalRes = Vec2(512, 1024), WindowRes = Vec2(1024, 1024), VirtualRes = Vec2(1024, 1024), VirtualOffset = Vec2(-2, 0), WindowTopLeft = Vec2(-1024, -512), WindowCenter = Vec2(0, 512), RenderedTopLeft = Vec2(-512, -512), RenderedBottomRight = Vec2(512, 512) },
{ InternalRes = Vec2(1024, 512), WindowRes = Vec2(1024, 1024), VirtualRes = Vec2(1024, 1024), VirtualOffset = Vec2(-2, 0), WindowTopLeft = Vec2(-512, -768), WindowCenter = Vec2(0, -256), RenderedTopLeft = Vec2(-512, -512), RenderedBottomRight = Vec2(512, 0) },
{ InternalRes = Vec2(1024, 1024), WindowRes = Vec2(1024, 2048), VirtualRes = Vec2(1024, 1024), VirtualOffset = Vec2(-2, 0), WindowTopLeft = Vec2(-512, -1024), WindowCenter = Vec2(0, 0), RenderedTopLeft = Vec2(-512, -512), RenderedBottomRight = Vec2(512, 512) },
{ InternalRes = Vec2(1024, 1024), WindowRes = Vec2(2048, 1024), VirtualRes = Vec2(1024, 1024), VirtualOffset = Vec2(-2, 0), WindowTopLeft = Vec2(-1024, -512), WindowCenter = Vec2(0, 0), RenderedTopLeft = Vec2(-512, -512), RenderedBottomRight = Vec2(512, 512) },
{ InternalRes = Vec2(1024, 512), WindowRes = Vec2(1024, 512), VirtualRes = Vec2(1024, 1024), VirtualOffset = Vec2(-2, 0), WindowTopLeft = Vec2(-512, -512), WindowCenter = Vec2(0, -256), RenderedTopLeft = Vec2(-512, -512), RenderedBottomRight = Vec2(512, 0) },
{ InternalRes = Vec2(2048, 1024), WindowRes = Vec2(2048, 1024), VirtualRes = Vec2(1024, 1024), VirtualOffset = Vec2(-2, 0), WindowTopLeft = Vec2(-512, -512), WindowCenter = Vec2(0, -256), RenderedTopLeft = Vec2(-512, -512), RenderedBottomRight = Vec2(512, 0) },
{ InternalRes = Vec2(2048, 1024), WindowRes = Vec2(2048, 1024), VirtualRes = Vec2(2048, 1024), VirtualOffset = Vec2(-2, 0), WindowTopLeft = Vec2(-1024, -512), WindowCenter = Vec2(0, 0), RenderedTopLeft = Vec2(-1024, -512), RenderedBottomRight = Vec2(1024, 512) },
{ InternalRes = Vec2(2048, 1024), WindowRes = Vec2(2048, 1024), VirtualRes = Vec2(512, 2048), VirtualOffset = Vec2(-2, 0), WindowTopLeft = Vec2(-256, -1024), WindowCenter = Vec2(0, -896), RenderedTopLeft = Vec2(-256, -1024), RenderedBottomRight = Vec2(256, -768) },
{ InternalRes = Vec2(2048, 1024), WindowRes = Vec2(2048, 1024), VirtualRes = Vec2(1024, 16), VirtualOffset = Vec2(-2, 0), WindowTopLeft = Vec2(-512, -8), WindowCenter = Vec2(0, 248), RenderedTopLeft = Vec2(-512, -8), RenderedBottomRight = Vec2(512, 8) },
{ InternalRes = Vec2(1024, 1024), WindowRes = Vec2(1024, 1024), VirtualRes = Vec2(32, 16), VirtualOffset = Vec2(-2, 0), WindowTopLeft = Vec2(-16, -8), WindowCenter = Vec2(0, 8), RenderedTopLeft = Vec2(-16, -8), RenderedBottomRight = Vec2(16, 8) },
{ InternalRes = Vec2(1280, 720), WindowRes = Vec2(1920, 1080), VirtualRes = Vec2(427, 242), VirtualOffset = Vec2(-2, 0), WindowTopLeft = Vec2(-213.5, -121), WindowCenter = Vec2(0, -0.90625), RenderedTopLeft = Vec2(-213.5, -121), RenderedBottomRight = Vec2(213.5, 119.1875) },
{ InternalRes = Vec2(1280, 720), WindowRes = Vec2(1920, 1200), VirtualRes = Vec2(427, 242), VirtualOffset = Vec2(-2, 0), WindowTopLeft = Vec2(-213.5, -134.34375), WindowCenter = Vec2(0, -0.90625), RenderedTopLeft = Vec2(-213.5, -121), RenderedBottomRight = Vec2(213.5, 119.1875) },
{ InternalRes = Vec2(1280, 720), WindowRes = Vec2(2048, 1080), VirtualRes = Vec2(427, 242), VirtualOffset = Vec2(-2, 0), WindowTopLeft = Vec2(-227.73333, -121), WindowCenter = Vec2(0, -0.90625), RenderedTopLeft = Vec2(-213.5, -121), RenderedBottomRight = Vec2(213.5, 119.1875) },
}
---Tests all possible test cases.
---Throws an error in case any test fails.
local function testToWindow()
for i, v in ipairs(testTable) do
Coords.InternalResolution, Coords.WindowResolution, Coords.VirtualResolution = v.InternalRes, v.WindowRes, v.VirtualRes
Coords.InternalResolution, Coords.WindowResolution, Coords.VirtualResolution, Coords.VirtualOffset = v.InternalRes, v.WindowRes, v.VirtualRes, v.VirtualOffset
---@type Vec2
local viewportCenter = Vec2(0, 0)
@ -193,7 +211,7 @@ end
---Throws an error in case any test fails.
local function testToWorld()
for i, v in ipairs(testTable) do
Coords.InternalResolution, Coords.WindowResolution, Coords.VirtualResolution = v.InternalRes, v.WindowRes, v.VirtualRes
Coords.InternalResolution, Coords.WindowResolution, Coords.VirtualResolution, Coords.VirtualOffset = v.InternalRes, v.WindowRes, v.VirtualRes, v.VirtualOffset
---@type Vec2
local viewportCenter = Vec2(0, 0)
@ -214,7 +232,7 @@ end
---Throws an error in case any test fails.
local function testValidRenderingRect()
for i, v in ipairs(testTable) do
Coords.InternalResolution, Coords.WindowResolution, Coords.VirtualResolution = v.InternalRes, v.WindowRes, v.VirtualRes
Coords.InternalResolution, Coords.WindowResolution, Coords.VirtualResolution, Coords.VirtualOffset = v.InternalRes, v.WindowRes, v.VirtualRes, v.VirtualOffset
---@type Vec2
local viewportCenter = Vec2(0, 0)