mirror of
https://github.com/Dadido3/noita-mapcap.git
synced 2024-11-22 21:17:33 +00:00
David Vogel
151d1d88bd
- Remove any delays - Move UI rendering into capture coroutine, so wait(...) can be reduced - Use wait(0) instead of wait(1) in coroutines - Use default value of STREAMING_CHUNK_TARGET - Don't suggest to change framerate to 600 Hz - Don't suggest to disable mTrailerMode - Add "Done!" screen - Update README.md fixes #1 fixes #5
173 lines
5.9 KiB
Lua
173 lines
5.9 KiB
Lua
-- Copyright (c) 2019-2020 David Vogel
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--
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-- This software is released under the MIT License.
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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_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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CAPTURE_TOP = -36000 -- in ingame pixels. Top edge of the full map capture rectangle
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CAPTURE_RIGHT = 25000 -- in ingame pixels. Right edge of the full map capture rectangle (Pixels are not included in the rectangle)
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CAPTURE_BOTTOM = 36000 -- in ingame pixels. Bottom edge of the full map capture rectangle (Pixels are not included in the rectangle)
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local function preparePlayer()
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local playerEntity = getPlayer()
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addEffectToEntity(playerEntity, "PROTECTION_ALL")
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--addPerkToPlayer("BREATH_UNDERWATER")
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--addPerkToPlayer("INVISIBILITY")
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--addPerkToPlayer("REMOVE_FOG_OF_WAR")
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--addPerkToPlayer("REPELLING_CAPE")
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--addPerkToPlayer("WORM_DETRACTOR")
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setPlayerHP(CAPTURE_FORCE_HP)
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end
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local function captureScreenshot(x, y, rx, ry)
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local virtualWidth, virtualHeight =
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tonumber(MagicNumbersGetValue("VIRTUAL_RESOLUTION_X")),
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tonumber(MagicNumbersGetValue("VIRTUAL_RESOLUTION_Y"))
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local virtualHalfWidth, virtualHalfHeight = math.floor(virtualWidth / 2), math.floor(virtualHeight / 2)
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local xMin, yMin = x - virtualHalfWidth, y - virtualHalfHeight
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local xMax, yMax = xMin + virtualWidth, yMin + virtualHeight
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UiCaptureDelay = 0
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GameSetCameraPos(x, y)
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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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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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if not TriggerCapture(rx, ry) then
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UiCaptureProblem = "Screen capture failed. Please restart Noita."
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end
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-- Reset monitor and PC standby each screenshot
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ResetStandbyTimer()
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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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local x, y = ox, oy
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local virtualWidth, virtualHeight =
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tonumber(MagicNumbersGetValue("VIRTUAL_RESOLUTION_X")),
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tonumber(MagicNumbersGetValue("VIRTUAL_RESOLUTION_Y"))
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local virtualHalfWidth, virtualHalfHeight = math.floor(virtualWidth / 2), math.floor(virtualHeight / 2)
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preparePlayer()
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GameSetCameraFree(true)
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-- Coroutine to calculate next coordinate, and trigger screenshots
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local i = 1
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async_loop(
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function()
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-- +x
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for i = 1, i, 1 do
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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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end
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x, y = x + CAPTURE_GRID_SIZE, y
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end
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-- +y
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for i = 1, i, 1 do
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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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end
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x, y = x, y + CAPTURE_GRID_SIZE
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end
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i = i + 1
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-- -x
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for i = 1, i, 1 do
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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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end
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x, y = x - CAPTURE_GRID_SIZE, y
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end
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-- -y
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for i = 1, i, 1 do
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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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end
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x, y = x, y - CAPTURE_GRID_SIZE
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end
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i = i + 1
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end
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)
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end
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function startCapturingHilbert()
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local ox, oy = GameGetCameraPos()
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local virtualWidth, virtualHeight =
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tonumber(MagicNumbersGetValue("VIRTUAL_RESOLUTION_X")),
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tonumber(MagicNumbersGetValue("VIRTUAL_RESOLUTION_Y"))
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local virtualHalfWidth, virtualHalfHeight = math.floor(virtualWidth / 2), math.floor(virtualHeight / 2)
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-- Get size of the rectangle in grid/chunk coordinates
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local gridLeft = math.floor(CAPTURE_LEFT / CAPTURE_GRID_SIZE)
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local gridTop = math.floor(CAPTURE_TOP / CAPTURE_GRID_SIZE)
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local gridRight = math.ceil(CAPTURE_RIGHT / CAPTURE_GRID_SIZE) + 1
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local gridBottom = math.ceil(CAPTURE_BOTTOM / CAPTURE_GRID_SIZE) + 1
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-- Size of the grid in chunks
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local gridWidth = gridRight - gridLeft
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local gridHeight = gridBottom - gridTop
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-- Hilbert curve can only fit into a square, so get the longest side
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local gridPOTSize = math.ceil(math.log(math.max(gridWidth, gridHeight)) / math.log(2))
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-- Max size (Already rounded up to the next power of two)
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local gridMaxSize = math.pow(2, gridPOTSize)
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local t, tLimit = 0, gridMaxSize * gridMaxSize
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UiProgress = {Progress = 0, Max = gridWidth * gridHeight}
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preparePlayer()
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GameSetCameraFree(true)
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-- Coroutine to calculate next coordinate, and trigger screenshots
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async(
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function()
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while t < tLimit do
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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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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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end
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UiProgress.Progress = UiProgress.Progress + 1
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end
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t = t + 1
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end
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UiProgress.Done = true
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end
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)
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end
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