|
|
|
@ -314,7 +314,7 @@ namespace ESMTerrain
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Storage::UniqueTextureId Storage::getVtexIndexAt(int cellX, int cellY,
|
|
|
|
|
int x, int y)
|
|
|
|
|
int x, int y, osg::ref_ptr<const LandObject> land)
|
|
|
|
|
{
|
|
|
|
|
// For the first/last row/column, we need to get the texture from the neighbour cell
|
|
|
|
|
// to get consistent blending at the borders
|
|
|
|
@ -323,22 +323,27 @@ namespace ESMTerrain
|
|
|
|
|
{
|
|
|
|
|
--cellX;
|
|
|
|
|
x += ESM::Land::LAND_TEXTURE_SIZE;
|
|
|
|
|
land = NULL;
|
|
|
|
|
}
|
|
|
|
|
while (x >= ESM::Land::LAND_TEXTURE_SIZE)
|
|
|
|
|
{
|
|
|
|
|
++cellX;
|
|
|
|
|
x -= ESM::Land::LAND_TEXTURE_SIZE;
|
|
|
|
|
land = NULL;
|
|
|
|
|
}
|
|
|
|
|
while (y >= ESM::Land::LAND_TEXTURE_SIZE) // Y appears to be wrapped from the other side because why the hell not?
|
|
|
|
|
{
|
|
|
|
|
++cellY;
|
|
|
|
|
y -= ESM::Land::LAND_TEXTURE_SIZE;
|
|
|
|
|
land = NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
assert(x<ESM::Land::LAND_TEXTURE_SIZE);
|
|
|
|
|
assert(y<ESM::Land::LAND_TEXTURE_SIZE);
|
|
|
|
|
|
|
|
|
|
osg::ref_ptr<const LandObject> land = getLand(cellX, cellY);
|
|
|
|
|
if (!land)
|
|
|
|
|
land = getLand(cellX, cellY);
|
|
|
|
|
|
|
|
|
|
const ESM::Land::LandData *data = land ? land->getData(ESM::Land::DATA_VTEX) : 0;
|
|
|
|
|
if (data)
|
|
|
|
|
{
|
|
|
|
@ -393,10 +398,12 @@ namespace ESMTerrain
|
|
|
|
|
// So we're always adding _land_default.dds as the base layer here, even if it's not referenced in this cell.
|
|
|
|
|
textureIndices.insert(std::make_pair(0,0));
|
|
|
|
|
|
|
|
|
|
osg::ref_ptr<const LandObject> land = getLand(cellX, cellY);
|
|
|
|
|
|
|
|
|
|
for (int y=colStart; y<colEnd; ++y)
|
|
|
|
|
for (int x=rowStart; x<rowEnd; ++x)
|
|
|
|
|
{
|
|
|
|
|
UniqueTextureId id = getVtexIndexAt(cellX, cellY, x, y);
|
|
|
|
|
UniqueTextureId id = getVtexIndexAt(cellX, cellY, x, y, land);
|
|
|
|
|
textureIndices.insert(id);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -432,7 +439,7 @@ namespace ESMTerrain
|
|
|
|
|
{
|
|
|
|
|
for (int x=0; x<blendmapSize; ++x)
|
|
|
|
|
{
|
|
|
|
|
UniqueTextureId id = getVtexIndexAt(cellX, cellY, x+rowStart, y+colStart);
|
|
|
|
|
UniqueTextureId id = getVtexIndexAt(cellX, cellY, x+rowStart, y+colStart, land);
|
|
|
|
|
assert(textureIndicesMap.find(id) != textureIndicesMap.end());
|
|
|
|
|
int layerIndex = textureIndicesMap.find(id)->second;
|
|
|
|
|
int blendIndex = (pack ? static_cast<int>(std::floor((layerIndex - 1) / 4.f)) : layerIndex - 1);
|
|
|
|
|