Fix chunk/pixel alignment

- Adjust coordinates, so that chunks are always in the center of the window
- Modify VIRTUAL_RESOLUTION_OFFSET_X/Y to match window output with expected coordinates
- Fix black line at the bottom of window
- Remove tile bleed/inset while stitching, as it is not needed anymore
This commit is contained in:
David Vogel 2020-10-17 17:27:26 +02:00
parent 151d1d88bd
commit 478a6262e8
3 changed files with 9 additions and 8 deletions

View File

@ -81,10 +81,8 @@ func Stitch(tiles []imageTile, destImage *image.RGBA) error {
return fmt.Errorf("Couldn't get image: %w", err)
}
imgCopy := *img
imgCopy.Rect = imgCopy.Rect.Add(tile.offset).Inset(4) // Reduce image bounds by 4 pixels on each side, because otherwise there will be artifacts.
imgCopy.Rect = imgCopy.Rect.Add(tile.offset)
images = append(images, &imgCopy)
// TODO: Fix transparent pixels at the output image border because of inset
// TODO: Fix downscaled images to cause artifacts because of the inset
}
}
@ -225,7 +223,7 @@ func Compare(tiles []imageTile, bounds image.Rectangle) error {
return fmt.Errorf("Couldn't get image: %w", err)
}
imgCopy := *img
imgCopy.Rect = imgCopy.Rect.Add(tile.offset).Inset(4) // Reduce image bounds by 4 pixels on each side, because otherwise there will be artifacts.
imgCopy.Rect = imgCopy.Rect.Add(tile.offset)
images = append(images, &imgCopy)
}
}

View File

@ -4,7 +4,7 @@
-- https://opensource.org/licenses/MIT
CAPTURE_PIXEL_SIZE = 1 -- Screen to virtual pixel ratio
CAPTURE_GRID_SIZE = 420 -- in ingame pixels. There will always be 3 to 6 images overlapping
CAPTURE_GRID_SIZE = 512 -- in ingame pixels. There will always be exactly 4 images overlapping if the virtual resolution is 1024x1024
CAPTURE_FORCE_HP = 4 -- * 25HP
CAPTURE_LEFT = -25000 -- in ingame pixels. Left edge of the full map capture rectangle
@ -38,17 +38,16 @@ local function captureScreenshot(x, y, rx, ry)
repeat
if UiCaptureDelay > 100 then
-- Wiggle the screen a bit, as chunks sometimes don't want to load
GameSetCameraPos(x+math.random(-100, 100), y+math.random(-100, 100))
GameSetCameraPos(x + math.random(-100, 100), y + math.random(-100, 100))
DrawUI()
wait(0)
UiCaptureDelay = UiCaptureDelay + 1
GameSetCameraPos(x, y)
end
DrawUI()
wait(0)
UiCaptureDelay = UiCaptureDelay + 1
until DoesWorldExistAt(xMin, yMin, xMax, yMax) -- Chunks will be drawn on the *next* frame
wait(0) -- Without this line empty chunks may still appear, also it's needed for the UI to disappear
@ -63,6 +62,7 @@ end
function startCapturingSpiral()
local ox, oy = GameGetCameraPos()
ox, oy = math.floor(ox / CAPTURE_GRID_SIZE) * CAPTURE_GRID_SIZE, math.floor(oy / CAPTURE_GRID_SIZE) * CAPTURE_GRID_SIZE
ox, oy = ox + 256, oy + 256 -- Align screen with ingame chunk grid that is 512x512
local x, y = ox, oy
local virtualWidth, virtualHeight =
@ -156,6 +156,7 @@ function startCapturingHilbert()
local hx, hy = mapHilbert(t, gridPOTSize)
if hx < gridWidth and hy < gridHeight then
local x, y = (hx + gridLeft) * CAPTURE_GRID_SIZE, (hy + gridTop) * CAPTURE_GRID_SIZE
x, y = x + 256, y + 256 -- Align screen with ingame chunk grid that is 512x512
local rx, ry = x * CAPTURE_PIXEL_SIZE - virtualHalfWidth, y * CAPTURE_PIXEL_SIZE - virtualHalfHeight
if not fileExists(string.format("mods/noita-mapcap/output/%d,%d.png", rx, ry)) then
captureScreenshot(x, y, rx, ry)

View File

@ -1,5 +1,7 @@
<MagicNumbers VIRTUAL_RESOLUTION_X="1280"
VIRTUAL_RESOLUTION_Y="720"
VIRTUAL_RESOLUTION_OFFSET_X="-2"
VIRTUAL_RESOLUTION_OFFSET_Y="0"
DRAW_PARALLAX_BACKGROUND="0"
DEBUG_FREE_CAMERA_SPEED="10"
DEBUG_NO_LOGO_SPLASHES="1"