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https://github.com/Dadido3/noita-mapcap.git
synced 2024-12-22 02:17:33 +00:00
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
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151d1d88bd
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@ -81,10 +81,8 @@ func Stitch(tiles []imageTile, destImage *image.RGBA) error {
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return fmt.Errorf("Couldn't get image: %w", err)
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}
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imgCopy := *img
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imgCopy.Rect = imgCopy.Rect.Add(tile.offset).Inset(4) // Reduce image bounds by 4 pixels on each side, because otherwise there will be artifacts.
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imgCopy.Rect = imgCopy.Rect.Add(tile.offset)
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images = append(images, &imgCopy)
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// TODO: Fix transparent pixels at the output image border because of inset
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// TODO: Fix downscaled images to cause artifacts because of the inset
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}
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}
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@ -225,7 +223,7 @@ func Compare(tiles []imageTile, bounds image.Rectangle) error {
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return fmt.Errorf("Couldn't get image: %w", err)
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}
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imgCopy := *img
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imgCopy.Rect = imgCopy.Rect.Add(tile.offset).Inset(4) // Reduce image bounds by 4 pixels on each side, because otherwise there will be artifacts.
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imgCopy.Rect = imgCopy.Rect.Add(tile.offset)
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images = append(images, &imgCopy)
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}
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}
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@ -4,7 +4,7 @@
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-- https://opensource.org/licenses/MIT
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CAPTURE_PIXEL_SIZE = 1 -- Screen to virtual pixel ratio
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CAPTURE_GRID_SIZE = 420 -- in ingame pixels. There will always be 3 to 6 images overlapping
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CAPTURE_GRID_SIZE = 512 -- in ingame pixels. There will always be exactly 4 images overlapping if the virtual resolution is 1024x1024
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CAPTURE_FORCE_HP = 4 -- * 25HP
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CAPTURE_LEFT = -25000 -- in ingame pixels. Left edge of the full map capture rectangle
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@ -38,17 +38,16 @@ local function captureScreenshot(x, y, rx, ry)
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repeat
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if UiCaptureDelay > 100 then
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-- Wiggle the screen a bit, as chunks sometimes don't want to load
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GameSetCameraPos(x+math.random(-100, 100), y+math.random(-100, 100))
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GameSetCameraPos(x + math.random(-100, 100), y + math.random(-100, 100))
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DrawUI()
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wait(0)
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UiCaptureDelay = UiCaptureDelay + 1
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GameSetCameraPos(x, y)
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end
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DrawUI()
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wait(0)
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UiCaptureDelay = UiCaptureDelay + 1
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until DoesWorldExistAt(xMin, yMin, xMax, yMax) -- Chunks will be drawn on the *next* frame
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wait(0) -- Without this line empty chunks may still appear, also it's needed for the UI to disappear
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@ -63,6 +62,7 @@ end
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function startCapturingSpiral()
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local ox, oy = GameGetCameraPos()
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ox, oy = math.floor(ox / CAPTURE_GRID_SIZE) * CAPTURE_GRID_SIZE, math.floor(oy / CAPTURE_GRID_SIZE) * CAPTURE_GRID_SIZE
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ox, oy = ox + 256, oy + 256 -- Align screen with ingame chunk grid that is 512x512
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local x, y = ox, oy
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local virtualWidth, virtualHeight =
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@ -156,6 +156,7 @@ function startCapturingHilbert()
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local hx, hy = mapHilbert(t, gridPOTSize)
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if hx < gridWidth and hy < gridHeight then
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local x, y = (hx + gridLeft) * CAPTURE_GRID_SIZE, (hy + gridTop) * CAPTURE_GRID_SIZE
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x, y = x + 256, y + 256 -- Align screen with ingame chunk grid that is 512x512
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local rx, ry = x * CAPTURE_PIXEL_SIZE - virtualHalfWidth, y * CAPTURE_PIXEL_SIZE - virtualHalfHeight
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if not fileExists(string.format("mods/noita-mapcap/output/%d,%d.png", rx, ry)) then
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captureScreenshot(x, y, rx, ry)
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@ -1,5 +1,7 @@
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<MagicNumbers VIRTUAL_RESOLUTION_X="1280"
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VIRTUAL_RESOLUTION_Y="720"
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VIRTUAL_RESOLUTION_OFFSET_X="-2"
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VIRTUAL_RESOLUTION_OFFSET_Y="0"
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DRAW_PARALLAX_BACKGROUND="0"
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DEBUG_FREE_CAMERA_SPEED="10"
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DEBUG_NO_LOGO_SPLASHES="1"
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