1 /* render routines that replaces the game rendering by OpenGL rendering
3 * (C) 2018 by Andreas Eversberg <jolly@eversberg.eu>
6 * This program is free software: you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation, either version 3 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program. If not, see <http://www.gnu.org/licenses/>.
22 * 1. Each game's rendering is capured:
23 * a: call to render_capture_start()
24 * b: several calls to render_capture_event() to capture all data
25 * c: call to render_capture_stop()
26 * 2. The captured motion is then interpolated to get smooth motion:
27 * - new_motion for motion of current/recent capture
28 * - old_motion for motion of previous capture
29 * - interpolation for interpolated result
30 * 3. The complete scene is rendered:
31 * - render_all_items() calls the render_item() for each item
32 * - The recent capture (NEW) is rendered
33 * - Interpolation result is taken into account
42 #include "../libsdl/print.h"
43 #include "../libcpu/m68k.h"
44 #include "../libcpu/m68kcpu.h"
45 #include "../libcpu/execute.h"
46 #include "../libsdl/opengl.h"
47 #include "mercenary.h"
50 //#define DEBUG_VERTEX
53 #define MAX_POLYGON 16 /* number of polygon complexity (vertices) */
54 #define MAX_VERTEX 0x100 /* this is the value range, these are 64 vertices */
55 #define MAX_INTERIOR_VERTEX 0x400 /* do we need that much? */
56 #define MAX_INTERSTARS 80 /* always 80 stars */
57 #define MAX_MOVING_OBJECTS 16 /* maximum number of moving objects (used for interpolation) */
58 #define MAX_EXPLOSION 256 /* how many explosion particles can be stored in one object */
59 #define PLANET_VERTICES 128
60 #define PLANET_ELIPSE 1.17
61 #define EXPLOSION_VERTICES 16
62 #define EXPLOSION_ELIPSE 1.17
65 * render item definition and structures
69 enum render_item_type {
70 RENDER_ITEM_OBJECT_INFO,
71 RENDER_ITEM_VERTICES_0,
72 RENDER_ITEM_VERTICES_1,
73 RENDER_ITEM_VERTICES_2,
74 RENDER_ITEM_VERTICES_INTERIOR,
77 RENDER_ITEM_OBJECT_POLYGON,
78 RENDER_ITEM_OBJECT_LINE,
79 RENDER_ITEM_BEACON_POINT,
80 RENDER_ITEM_BUILDING_EXTERIOR_POLYGON,
81 RENDER_ITEM_BUILDING_EXTERIOR_LINE,
82 RENDER_ITEM_BUILDING_INTERIOR_1TO4,
83 RENDER_ITEM_BUILDING_INTERIOR_5TO6,
84 RENDER_ITEM_BUILDING_INTERIOR_WALL,
85 RENDER_ITEM_COMET_POLYGON,
86 RENDER_ITEM_ROAD_LINE,
87 RENDER_ITEM_ROAD_POLYGON,
88 RENDER_ITEM_TAG_LINE_OBJECT,
89 RENDER_ITEM_TAG_LINE_OTHER,
90 RENDER_ITEM_TAG_POLYGON_OBJECT,
91 RENDER_ITEM_TAG_POLYGON_OTHER,
94 RENDER_ITEM_INTERSTELLAR_STARS,
95 RENDER_ITEM_INTERSTELLAR_SUN,
96 RENDER_ITEM_ISLAND_POLYGON,
98 RENDER_ITEM_EXPLOSION,
101 struct render_item_info {
104 int32_t east, height, north;
107 struct render_item_vertices {
108 double x[MAX_VERTEX >> 2], y[MAX_VERTEX >> 2], z[MAX_VERTEX >> 2];
111 struct render_item_vertices_interior {
112 uint8_t set[MAX_INTERIOR_VERTEX >> 2];
113 double x[MAX_INTERIOR_VERTEX >> 2], y[4], z[MAX_INTERIOR_VERTEX >> 2];
116 struct render_item_sky {
117 double red, green, blue;
120 struct render_item_ground {
121 double red, green, blue;
124 struct render_item_polygon {
125 double red, green, blue;
127 int vertex[MAX_POLYGON];
130 struct render_item_interior14 {
131 double red, green, blue;
136 struct render_item_interior56 {
137 double red, green, blue;
144 struct render_item_line {
145 double red, green, blue;
149 struct render_item_point {
150 double red, green, blue;
154 struct render_item_planet {
155 double front_red, front_green, front_blue;
156 double back_red, back_green, back_blue;
161 struct render_item_stars {
168 struct render_item_interstars {
169 uint8_t color[MAX_INTERSTARS];
170 int16_t x[MAX_INTERSTARS], y[MAX_INTERSTARS];
174 struct render_item_explosion {
175 double red, green, blue;
176 int32_t x[MAX_EXPLOSION], y[MAX_EXPLOSION], z[MAX_EXPLOSION];
180 typedef struct render_item {
181 struct render_item *next;
182 enum render_item_type type;
184 struct render_item_info info;
185 struct render_item_vertices vertices;
186 struct render_item_vertices_interior vertices_interior;
187 struct render_item_sky sky;
188 struct render_item_ground ground;
189 struct render_item_polygon polygon;
190 struct render_item_line line;
191 struct render_item_point point;
192 struct render_item_interior14 interior14;
193 struct render_item_interior56 interior56;
194 struct render_item_planet planet;
195 struct render_item_stars stars;
196 struct render_item_interstars interstars;
197 struct render_item_explosion explosion;
201 /* information about motion in each game rendering */
202 typedef struct motion {
203 int32_t position_east, position_height, position_north;
204 double orientation_roll, orientation_pitch, orientation_yaw;
205 uint16_t orientation_raw_yaw;
206 int16_t orientation_raw_pitch;
208 double planet_inclination, planet_azimuth;
211 /* information about interpolation between two game renedrings */
212 typedef struct interpolation {
213 double offset_east, offset_height, offset_north;
214 double orientation_roll, orientation_pitch, orientation_yaw;
215 double orientation_raw_yaw, orientation_raw_pitch;
216 double planet_inclination, planet_azimuth;
217 int object_id[MAX_MOVING_OBJECTS];
218 double object_offset_east[MAX_MOVING_OBJECTS], object_offset_height[MAX_MOVING_OBJECTS], object_offset_north[MAX_MOVING_OBJECTS];
220 render_item_t *interior;
221 render_item_t *planets;
224 #define GET_ORIENTATION \
225 double roll = interpolation.orientation_roll; \
226 double pitch = interpolation.orientation_pitch; \
227 double yaw = interpolation.orientation_yaw
229 #define GET_ORIENTATION_FIX \
230 roll = motion_new.orientation_roll; \
231 pitch = motion_new.orientation_pitch; \
232 yaw = motion_new.orientation_yaw
234 /* rendering options */
235 static int extend_roads; /* extend roads in its original width, rather than just using a single point */
237 static double debug_opacity;
238 static double frustum_slope_64, frustum_slope_fov;
240 /* states while collecting render items */
241 static motion_t motion_old, motion_new;
242 static int32_t old_height_offset = 0, new_height_offset = 0;
243 static interpolation_t interpolation;
244 static int ground_index, last_ground_index = -1;
245 static int interior_level12 = 0;
246 static int interior_level34 = 0;
247 static int tag_is_object;
248 /* current render item list */
249 static render_item_t *render_list_new = NULL, **render_list_end = &render_list_new;
250 /* previous render item list */
251 static render_item_t *render_list_old = NULL;
252 /* current item to be processed */
253 static render_item_t *render_item;
254 /* current object info */
255 static render_item_t *render_item_object_info;
256 /* current vertices */
257 static render_item_t *render_item_vertices_0, *render_item_vertices_1, *render_item_vertices_2;
258 static render_item_t *render_item_vertices_planets, *render_item_vertices_interior;
264 static void render_item_add(enum render_item_type type)
266 render_item = calloc(1, sizeof(render_item_t));
268 print_error("No memory, must abort!\n");
271 render_item->type = type;
272 *render_list_end = render_item;
273 render_list_end = &render_item->next;
276 static void flush_old_items(void)
278 /* flush old render list */
279 while (render_list_old) {
280 render_item = render_list_old;
281 render_list_old = render_list_old->next;
286 /* rendering starts, initialize variables */
287 void render_capture_start(double _fov, int _extend_roads, int debug)
289 #if defined(DEBUG_COLOR) || defined(DEBUG_VERTEX)
290 printf("start rendering a new frame...\n");
295 /* move new render list to old render list */
296 render_list_old = render_list_new;
297 /* setup new render list */
298 render_list_new = NULL;
299 render_list_end = &render_list_new;
301 /* move new motion to old motion */
302 memcpy(&motion_old, &motion_new, sizeof(motion_old));
304 /* set rendering options */
306 extend_roads = _extend_roads;
307 /* set some transpareny, if debugging is enabled */
308 debug_opacity = (debug) ? 0.5 : 1.0;
310 /* calculate slope of 64 degree frustum and current FOV's frustum */
311 frustum_slope_64 = tan(64.0 / 2.0 / 180.0 * M_PI);
312 frustum_slope_fov = tan(fov / 2.0 / 180.0 * M_PI);
315 mercenary_get_location(&motion_new.position_east, &motion_new.position_height, &motion_new.position_north);
316 /* in case of player on the ground, there is no roll, so it will be reset to 0 when screen is cleared */
317 mercenary_get_orientation(&motion_new.orientation_roll, &motion_new.orientation_pitch, &motion_new.orientation_yaw);
318 mercenary_get_orientation_raw(&motion_new.orientation_raw_pitch, &motion_new.orientation_raw_yaw);
319 motion_new.planet_rotation = 0;
320 mercenary_get_orientation_planet(&motion_new.planet_inclination, &motion_new.planet_azimuth);
322 render_item_object_info = NULL;
323 render_item_vertices_0 = render_item_vertices_1 = render_item_vertices_2 = NULL;
324 render_item_vertices_planets = NULL;
325 render_item_vertices_interior = NULL;
327 /* detect elevator movement */
328 old_height_offset = new_height_offset;
330 new_height_offset = motion_new.position_height - motion_old.position_height;
332 /* detect switching between space (-1) and over ground (>=0) */
333 last_ground_index = ground_index;
339 void render_capture_stop(void)
341 /* no new list (due to STOP_AT_WAIT_INPUT), use old list, if any */
342 if (!render_list_new) {
343 render_list_new = render_list_old;
344 render_list_end = &render_list_new;
345 render_list_old = NULL;
350 static void gamecolor2gl_index(double *red, double *green, double *blue, uint16_t index)
355 /* use given index from current palette, so we take the palette from M3:DS_0+0x1FA8 */
357 palette = mercenary_palette_render();
358 color = m68k_read_memory_16(palette + index);
360 printf("using color index (%d) from current palette, color is now 0x%04x\n", index, color);
362 if (color >= 0x8000) {
364 fprintf(stderr, "Use of color index from current palette, but index is not defined as being set!\n");
367 *red = (double)((color >> 8) & 0xf) / 15.0;
368 *green = (double)((color >> 4) & 0xf) / 15.0;
369 *blue = (double)(color & 0xf) / 15.0;
372 static void gamecolor2gl(double *red, double *green, double *blue, uint16_t color)
379 printf("color is given as 0x%04x\n", color);
382 /* color conversion: see for example M3: 0x4f830 */
383 if (color < 0x8000) {
384 /* use given color but shift it left by 1 */
387 printf("using given color, color is now 0x%04x\n", color);
389 } else if ((color & 0xff) < 0x80) {
390 gamecolor2gl_index(red, green, blue, color & 0xf);
393 /* use given index from pre-defined palette */
394 index = color & 0x7e;
395 palette = mercenary_palette_predefined();
396 color = m68k_read_memory_16(palette + index);
398 printf("offset (%d) from pre-defined palette (at 0x%x) given, color is now 0x%04x\n", index, palette, color);
400 /* now use that color info parse again (hopefully it does not contain a "pre-defined palette" again and again! */
401 if (nesting++ == 8) {
402 print_info("Color lookup from pre-defined palette is nesting too much, please fix!\n");
407 *red = (double)((color >> 8) & 0xf) / 15.0;
408 *green = (double)((color >> 4) & 0xf) / 15.0;
409 *blue = (double)(color & 0xf) / 15.0;
412 static int32_t wrap_int28(int32_t value)
419 static void store_coord(const char __attribute__((unused)) *what, uint32_t vertex, int32_t x, int32_t y, int32_t z)
422 print_info("Vertex %d is not a multiple of four!\n", vertex);
425 /* create new vertices item, if there was no vertex before, or if the vertex has different offet */
426 if (vertex < 0x100) {
427 if (!render_item || render_item->type != RENDER_ITEM_VERTICES_0) {
428 render_item_add(RENDER_ITEM_VERTICES_0);
429 /* copy vertices that have been captured already */
430 if (render_item_vertices_0)
431 memcpy(&render_item->u.vertices, &render_item_vertices_0->u.vertices, sizeof(render_item->u.vertices));
432 render_item_vertices_0 = render_item;
435 if (vertex < 0x200) {
436 if (!render_item || render_item->type != RENDER_ITEM_VERTICES_1) {
437 render_item_add(RENDER_ITEM_VERTICES_1);
438 /* copy vertices that have been captured already */
439 if (render_item_vertices_1)
440 memcpy(&render_item->u.vertices, &render_item_vertices_1->u.vertices, sizeof(render_item->u.vertices));
441 render_item_vertices_1 = render_item;
445 if (vertex < 0x300) {
446 if (!render_item || render_item->type != RENDER_ITEM_VERTICES_2) {
447 render_item_add(RENDER_ITEM_VERTICES_2);
448 /* copy vertices that have been captured already */
449 if (render_item_vertices_2)
450 memcpy(&render_item->u.vertices, &render_item_vertices_2->u.vertices, sizeof(render_item->u.vertices));
451 render_item_vertices_2 = render_item;
455 print_info("Vertex %d exceeds maximum vertex number, please fix!\n", vertex);
460 printf("storing %s coordinates: vertex=%d, x=%d, y=%d, z=%d\n", what, vertex, x, y, z);
462 /* use absolute position */
463 x += motion_new.position_east;
464 y += motion_new.position_height;
465 z += motion_new.position_north;
466 render_item->u.vertices.x[vertex] = x;
467 render_item->u.vertices.y[vertex] = y;
468 render_item->u.vertices.z[vertex] = z;
471 static void store_planets_coord(const char __attribute__((unused)) *what, uint32_t vertex, int32_t x, int32_t y, int32_t z)
474 print_info("Vertex %d is not a multiple of four!\n", vertex);
477 /* create new vertices item, if there was no vertex before, or if the vertex has different offet */
478 if (vertex >= MAX_VERTEX) {
479 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_INTERIOR_VERTEX);
482 if (!render_item || render_item->type != RENDER_ITEM_VERTICES_0) {
483 render_item_add(RENDER_ITEM_VERTICES_0);
484 /* copy vertices that have been captured already */
485 if (render_item_vertices_0)
486 memcpy(&render_item->u.vertices, &render_item_vertices_0->u.vertices, sizeof(render_item->u.vertices));
487 render_item_vertices_0 = render_item;
491 printf("storing %s coordinates: vertex=%d, x=%d, y=%d, z=%d\n", what, vertex, x, y, z);
493 render_item->u.vertices.x[vertex] = x;
494 render_item->u.vertices.y[vertex] = y;
495 render_item->u.vertices.z[vertex] = z;
498 static void store_interior_coord(const char __attribute__((unused)) *what, uint32_t vertex, int32_t x, int32_t y1, int32_t y2, int32_t y3, int32_t y4, int32_t z)
501 print_info("Vertex is not a multiple of four!\n");
504 if (vertex >= MAX_INTERIOR_VERTEX) {
505 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_INTERIOR_VERTEX);
508 if (!render_item || render_item->type != RENDER_ITEM_VERTICES_INTERIOR)
509 render_item_add(RENDER_ITEM_VERTICES_INTERIOR);
512 printf("storing %s coordinates: vertex=%d, x=%d, y=%d;%d;%d;%d, z=%d\n", what, vertex, x, y1, y2, y3, y4, z);
514 /* use absolute position */
515 x += motion_new.position_east;
516 y1 += motion_new.position_height;
517 y2 += motion_new.position_height;
518 y3 += motion_new.position_height;
519 y4 += motion_new.position_height;
520 z += motion_new.position_north;
521 render_item->u.vertices_interior.x[vertex] = (double)x;
522 render_item->u.vertices_interior.y[0] = (double)y1;
523 render_item->u.vertices_interior.y[1] = (double)y2;
524 render_item->u.vertices_interior.y[2] = (double)y3;
525 render_item->u.vertices_interior.y[3] = (double)y4;
526 render_item->u.vertices_interior.z[vertex] = (double)z;
527 render_item->u.vertices_interior.set[vertex] = 1;
530 static void rotate_coordinate(double roll, double pitch, double yaw, double *x, double *y, double *z)
532 double out_x, out_y, out_z;
534 /* rotate yaw (German: Gier, turn view to the right) */
535 out_z = (*z) * cos(yaw) - (*x) * sin(yaw);
536 out_x = (*z) * sin(yaw) + (*x) * cos(yaw);
539 /* rotate pitch (German: Nick, turn head down) */
540 out_y = (*y) * cos(pitch) - (*z) * sin(pitch);
541 out_z = (*y) * sin(pitch) + (*z) * cos(pitch);
546 /* rotate roll (tilt head to the right) */
547 out_x = (*x) * cos(roll) - (*y) * sin(roll);
548 out_y = (*x) * sin(roll) + (*y) * cos(roll);
553 /* clear screen color (sky / universe) */
554 static void clear_screen(int index)
557 printf("clear screen:\n");
560 /* allocate render item */
561 render_item_add(RENDER_ITEM_SKY);
564 gamecolor2gl_index(&render_item->u.ground.red, &render_item->u.ground.green, &render_item->u.ground.blue, 8);
566 /* store for later use after planets have been rendered */
567 ground_index = index;
571 static void draw_ground(void)
573 /* no ground in space :) */
574 if (ground_index < 0)
578 printf("add ground plane:\n");
581 /* allocate render item */
582 render_item_add(RENDER_ITEM_GROUND);
585 gamecolor2gl_index(&render_item->u.ground.red, &render_item->u.ground.green, &render_item->u.ground.blue, ground_index);
589 static void info_object(int moving)
592 printf("add object's info:\n");
595 /* allocate render item */
596 render_item_add(RENDER_ITEM_OBJECT_INFO);
599 render_item->u.info.moving = moving;
601 mercenary_get_object_info(&render_item->u.info.id, &render_item->u.info.east, &render_item->u.info.height, &render_item->u.info.north);
604 /* coordinates ready for an object */
605 static void coord_object(void)
609 x = (int16_t)REG_D[3];
610 x += (int32_t)REG_A[1];
611 y = (int16_t)REG_D[4];
612 y += (int32_t)REG_A[2];
613 z = (int16_t)REG_D[5];
614 z += (int32_t)REG_A[3];
615 store_coord("object", REG_A[0], x, y, z);
618 /* polygon of object */
619 static void poly_object(int mercenary)
621 uint32_t vertex_address = REG_A[0];
626 printf("add object's polygon:\n");
629 /* allocate render item */
630 render_item_add(RENDER_ITEM_OBJECT_POLYGON);
634 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, REG_D[0]);
637 color = m68k_read_memory_8(vertex_address++) << 8;
638 color |= m68k_read_memory_8(vertex_address++);
639 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
642 /* the vertex list is zero-terminated */
643 for (i = 0; i < MAX_POLYGON; i++) {
644 vertex = m68k_read_memory_8(vertex_address++);
645 if (vertex == 0 && i)
647 render_item->u.polygon.vertex[i] = vertex;
649 render_item->u.polygon.vertices = i;
653 static void line_object(void)
655 uint32_t vertex_address = REG_A[0];
659 printf("add object's line:\n");
662 /* allocate render item */
663 render_item_add(RENDER_ITEM_OBJECT_LINE);
666 gamecolor2gl(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, REG_D[0]);
669 vertex = m68k_read_memory_8(vertex_address++);
670 render_item->u.line.vertex[0] = vertex;
671 vertex = m68k_read_memory_8(vertex_address++);
672 render_item->u.line.vertex[1] = vertex;
675 /* coordinates ready for a beacon */
676 static void coord_beacon(void)
680 /* only 28 bits seem to be a correct signed int value */
681 x = (int32_t)(REG_D[3] << 4) / 16;
682 y = (int32_t)(REG_D[4] << 4) / 16;
683 z = (int32_t)(REG_D[5] << 4) / 16;
684 store_coord("beacon", 0, x, y, z);
687 /* point of beacon */
688 static void point_beacon(void)
691 printf("add beacon's point:\n");
694 /* allocate render item */
695 render_item_add(RENDER_ITEM_BEACON_POINT);
698 gamecolor2gl(&render_item->u.point.red, &render_item->u.point.green, &render_item->u.point.blue, REG_D[2]);
701 render_item->u.point.vertex = 0;
704 /* coordinates ready for a building (exterior) */
705 static void coord_building_exterior(void)
709 x = (int32_t)REG_D[3];
710 y = (int32_t)REG_D[4];
711 z = (int32_t)REG_D[5];
712 store_coord("building exterior", REG_A[0], x, y, z);
715 /* polygon of building (exterior) */
716 static void poly_building_exterior(void)
719 uint32_t vertex_address = REG_A[0];
724 printf("add building's polygon:\n");
727 /* allocate render item */
728 render_item_add(RENDER_ITEM_BUILDING_EXTERIOR_POLYGON);
731 color = m68k_read_memory_8(vertex_address++) << 8;
732 color |= m68k_read_memory_8(vertex_address++);
733 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
735 /* the vertex list is zero-terminated */
736 for (i = 0; i < MAX_POLYGON; i++) {
737 vertex = m68k_read_memory_8(vertex_address++);
738 if (vertex == 0 && i)
740 render_item->u.polygon.vertex[i] = vertex | 0x100;
742 render_item->u.polygon.vertices = i;
745 /* line of building (exterior) */
746 static void line_building_exterior(void)
748 uint32_t vertex_address = REG_A[0];
752 printf("add building's line:\n");
755 /* allocate render item */
756 render_item_add(RENDER_ITEM_BUILDING_EXTERIOR_LINE);
759 gamecolor2gl(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, REG_D[0]);
762 vertex = m68k_read_memory_8(vertex_address++);
763 render_item->u.line.vertex[0] = vertex | 0x100;
764 vertex = m68k_read_memory_8(vertex_address++);
765 render_item->u.line.vertex[1] = vertex | 0x100;
768 /* coordinates ready for a building (interior) */
769 static void coord_building_interior(void)
772 int32_t height1, height2, height3, height4;
774 mercenary_coord_building_interior(&east, &height1, &height2, &height3, &height4, &north);
775 store_interior_coord("interior", REG_A[0], east, height1, height2, height3, height4, north);
778 /* polygon of building (interior) */
779 static void poly_building_interior1to4(int level)
786 printf("add roof/floor's polygon at level %d:\n", level);
789 /* allocate render item */
790 render_item_add(RENDER_ITEM_BUILDING_INTERIOR_1TO4);
793 color = m68k_read_memory_8(REG_A[0]) << 8;
794 color |= m68k_read_memory_8(REG_A[0] + 1);
795 gamecolor2gl(&render_item->u.interior14.red, &render_item->u.interior14.green, &render_item->u.interior14.blue, color);
797 /* four vertices, one level */
798 for (i = 0; i < 4; i++) {
799 vertex = REG_A[(2 + i)];
800 render_item->u.interior14.vertex[i] = vertex;
802 render_item->u.interior14.level = level;
805 /* polygon of building (interior) */
806 static void poly_building_interior5to6(int level12, int level34)
811 printf("add polygon above/below window/door at level %d/%d:\n", level12, level34);
814 /* allocate render item */
815 render_item_add(RENDER_ITEM_BUILDING_INTERIOR_5TO6);
818 color = m68k_read_memory_8(REG_A[0]) << 8;
819 color |= m68k_read_memory_8(REG_A[0] + 1);
820 gamecolor2gl(&render_item->u.interior56.red, &render_item->u.interior56.green, &render_item->u.interior56.blue, color);
822 /* two vertices, two levels */
823 render_item->u.interior56.vertex14 = REG_A[2];
824 render_item->u.interior56.vertex23 = REG_A[3];
825 render_item->u.interior56.level12 = level12;
826 render_item->u.interior56.level34 = level34;
829 /* wall part of a building */
830 static void wall_building(void)
833 printf("add wall:\n");
836 /* allocate render item */
837 render_item_add(RENDER_ITEM_BUILDING_INTERIOR_WALL);
840 gamecolor2gl(&render_item->u.interior56.red, &render_item->u.interior56.green, &render_item->u.interior56.blue, REG_D[3]);
842 /* two vertices, two levels */
843 render_item->u.interior56.vertex14 = REG_A[1];
844 render_item->u.interior56.vertex23 = REG_A[2];
845 /* get top level according to bit 12 in D3 */
846 render_item->u.interior56.level12 = (REG_D[3] & (1 << 12)) ? 3 : 2;
847 render_item->u.interior56.level34 = 1;
850 /* coordinates ready for comet tail */
851 static void coord_comet(void)
855 x = (int32_t)REG_D[3];
856 y = (int32_t)REG_D[4];
857 z = (int32_t)REG_D[5];
858 store_planets_coord("comet tail", REG_A[0], x, y, z);
861 /* polygon of comet tail */
862 static void poly_comet(void)
865 uint32_t vertex_address = REG_A[0];
870 printf("add comet's polygon:\n");
873 /* allocate render item */
874 render_item_add(RENDER_ITEM_COMET_POLYGON);
877 color = m68k_read_memory_8(vertex_address++) << 8;
878 color |= m68k_read_memory_8(vertex_address++);
879 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
881 /* the vertex list is zero-terminated */
882 for (i = 0; i < MAX_POLYGON; i++) {
883 vertex = m68k_read_memory_8(vertex_address++);
884 if (vertex == 0 && i)
886 render_item->u.polygon.vertex[i] = vertex;
888 render_item->u.polygon.vertices = i;
891 /* coordinates ready for lines of a road / ground surface */
892 static void coord_line_road(void)
897 y = -motion_new.position_height;
899 store_coord("road", REG_A[0], x, y, z);
903 static void line_road(void)
908 printf("add road's line:\n");
911 /* allocate render item */
912 render_item_add(RENDER_ITEM_ROAD_LINE);
915 gamecolor2gl_index(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, mercenary_street_color_index());
919 render_item->u.line.vertex[0] = vertex;
921 render_item->u.line.vertex[1] = vertex;
924 /* coordinates ready for polygons of a road / ground surface */
925 static void coord_poly_road(void)
929 x = m68k_read_memory_32(320 + REG_A[0]);
931 /* the A2 is already converted to game's coordinate, so we use the memory location DS_0+0x1DBA (m3) instead */
932 y = -motion_new.position_height;
933 z = m68k_read_memory_32(576 + REG_A[0]);
935 store_coord("road/place", REG_A[0], x, y, z);
938 /* polygon of road */
939 static void poly_road()
942 uint32_t vertex_address = REG_A[0];
947 printf("add road/place's polygon:\n");
950 /* allocate render item */
951 render_item_add(RENDER_ITEM_ROAD_POLYGON);
954 color = m68k_read_memory_8(vertex_address++) << 8;
955 color |= m68k_read_memory_8(vertex_address++);
956 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
958 /* the vertex list is zero-terminated */
959 for (i = 0; i < MAX_POLYGON; i++) {
960 vertex = m68k_read_memory_8(vertex_address++);
961 if (vertex == 0 && i)
963 render_item->u.polygon.vertex[i] = vertex;
965 render_item->u.polygon.vertices = i;
968 /* coordinates ready for tags */
969 static void coord_tags(void)
973 x = (int16_t)REG_D[3];
974 x += (int32_t)REG_A[1];
975 y = (int16_t)REG_D[4];
976 y += (int32_t)REG_A[2];
977 z = (int16_t)REG_D[5];
978 z += (int32_t)REG_A[3];
979 store_coord("tags", REG_A[0], x, y, z);
982 /* coordinates ready for large tags */
983 static void coord_tags2(void)
987 x = (int16_t)REG_D[3];
988 x += 2 * (int32_t)REG_A[1];
989 y = (int16_t)REG_D[4];
990 y += 2 * (int32_t)REG_A[2];
991 z = (int16_t)REG_D[5];
992 z += 2 * (int32_t)REG_A[3];
993 store_coord("large tags", REG_A[0], x, y, z);
997 static void line_tags(int last_color)
999 uint32_t vertex_address = REG_A[0];
1003 printf("add tag's line:\n");
1006 /* allocate render item */
1007 render_item_add((tag_is_object) ? RENDER_ITEM_TAG_LINE_OBJECT : RENDER_ITEM_TAG_LINE_OTHER);
1011 gamecolor2gl(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, REG_D[0]);
1013 gamecolor2gl_index(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, mercenary_line_tags_index());
1016 vertex = m68k_read_memory_8(vertex_address++);
1017 render_item->u.line.vertex[0] = vertex | 0x200;
1018 vertex = m68k_read_memory_8(vertex_address++);
1019 render_item->u.line.vertex[1] = vertex | 0x200;
1022 /* polygon of tags */
1023 static void poly_tags(int last_color)
1025 uint32_t vertex_address = REG_A[0];
1030 printf("add tag's polygon:\n");
1033 /* allocate render item */
1034 render_item_add((tag_is_object) ? RENDER_ITEM_TAG_POLYGON_OBJECT : RENDER_ITEM_TAG_POLYGON_OTHER);
1038 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, REG_D[0]);
1040 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, mercenary_poly_tags_color());
1041 /* the vertex list is zero-terminated */
1042 for (i = 0; i < MAX_POLYGON; i++) {
1043 vertex = m68k_read_memory_8(vertex_address++);
1044 if (vertex == 0 && i)
1046 render_item->u.polygon.vertex[i] = vertex | 0x200;
1048 render_item->u.polygon.vertices = i;
1051 /* coordinates ready for planet */
1052 static void coord_planet(void)
1056 x = (int32_t)REG_D[3];
1057 y = (int32_t)REG_D[4];
1058 z = (int32_t)REG_D[5];
1059 store_planets_coord("planet", REG_A[0], x, y, z);
1063 static void draw_planet(int comet)
1066 uint32_t scale_index;
1067 double scale1, scale2;
1071 /* fixing (not noticable) bug in game: don't render comet twice */
1072 if (!comet && vertex == 116)
1076 printf("add planet/comet/sun: vertex=%d color=%08x\n", vertex, color);
1079 /* allocate render item */
1080 render_item_add(RENDER_ITEM_PLANET);
1084 /* make comet black on front side and bright on back */
1085 gamecolor2gl(&render_item->u.planet.front_red, &render_item->u.planet.front_green, &render_item->u.planet.front_blue, 0x000);
1086 gamecolor2gl(&render_item->u.planet.back_red, &render_item->u.planet.back_green, &render_item->u.planet.back_blue, 0x777);
1089 gamecolor2gl(&render_item->u.planet.front_red, &render_item->u.planet.front_green, &render_item->u.planet.front_blue, REG_D[0]);
1090 /* use background color for dark side */
1091 gamecolor2gl(&render_item->u.planet.back_red, &render_item->u.planet.back_green, &render_item->u.planet.back_blue, mercenary_background_index() | 0x8000);
1095 render_item->u.planet.vertex = vertex;
1097 /* I REVERSED THE F*CKING PLANET SIZE, took me half a day!
1098 * the long word 21584(A0) contains two scales
1099 * the lower word contains the scale between 4096 .. 8191, this is 1.0 .. 2.0
1100 * the upper word defines how much this scale is shifted to the left.
1102 scale_index = mercenary_planet_scale_index();
1103 scale1 = (double)(m68k_read_memory_16(scale_index + 2 + vertex) & 0x1fff) / 8192.0;
1104 scale2 = (double)(1 << (uint16_t)m68k_read_memory_16(scale_index + vertex));
1105 render_item->u.planet.size = scale1 * scale2 / 128.0;
1109 static void draw_stars(int16_t v_offset, int tilt, int above_zenith)
1112 printf("add stars\n");
1115 /* allocate render item */
1116 render_item_add(RENDER_ITEM_STARS);
1118 /* vertical offset */
1119 render_item->u.stars.v_offset = v_offset;
1121 /* if we fly over the planet, we have tilt, so we get the calculated tilt value from game */
1122 render_item->u.stars.tilt = tilt;
1124 render_item->u.stars.tilt_value = (int32_t)REG_A[4];
1126 /* stars above zenith */
1127 render_item->u.stars.above_zenith = above_zenith;
1130 /* stars of interstellar flight */
1131 static void draw_stars_interstellar(void)
1137 printf("add interstellar stars\n");
1140 /* allocate render item */
1141 render_item_add(RENDER_ITEM_INTERSTELLAR_STARS);
1144 count = REG_D[5] + 1;
1145 if (count > MAX_INTERSTARS) {
1146 print_info("Expecting maximum of %d stars here, plese fix!\n", MAX_INTERSTARS);
1149 for (i = 0; i < count; i++) {
1152 render_item->u.interstars.color[i] = (m68k_read_memory_16(table) >> 5) & 0xf;
1154 render_item->u.interstars.x[i] = m68k_read_memory_16(table);
1156 render_item->u.interstars.y[i] = m68k_read_memory_16(table);
1159 render_item->u.interstars.count = count;
1162 /* sun of interstellar flight (center dot) */
1163 static void draw_sun_interstellar(void)
1166 printf("add interstellar sun\n");
1169 /* allocate render item */
1170 render_item_add(RENDER_ITEM_INTERSTELLAR_SUN);
1173 /* coordinates ready for polygons of islands */
1174 static void coord_islands(void)
1178 x = ((int16_t)m68k_read_memory_16(REG_A[4] - 2) * 65536);
1179 x += (int32_t)REG_A[1];
1180 /* the A2 is already converted to game's coordinate, so we use the memory location DS_0+0x1DBA instead */
1181 y = -motion_new.position_height;
1182 z = ((int16_t)m68k_read_memory_16(REG_A[4]) * 65536);
1183 z += (int32_t)REG_A[3];
1184 store_coord("island", REG_A[0], x, y, z);
1187 /* polygon of island */
1188 static void poly_island()
1191 uint32_t vertex_address = REG_A[0];
1196 printf("add island:\n");
1199 /* allocate render item */
1200 render_item_add(RENDER_ITEM_ISLAND_POLYGON);
1203 color = m68k_read_memory_8(vertex_address++) << 8;
1204 color |= m68k_read_memory_8(vertex_address++);
1205 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
1207 /* the vertex list is zero-terminated */
1209 while (i < MAX_POLYGON) {
1210 vertex = m68k_read_memory_8(vertex_address++);
1211 if (vertex == 0 && i)
1213 /* skip mysterious points when rendering island */
1216 render_item->u.polygon.vertex[i] = vertex;
1219 render_item->u.polygon.vertices = i;
1223 static void draw_sights(void)
1226 printf("add sights:\n");
1229 /* allocate render item */
1230 render_item_add(RENDER_ITEM_SIGHTS);
1233 static void draw_explosion(void)
1238 printf("add explosion:\n");
1241 /* allocate render item */
1242 if (!render_item || render_item->type != RENDER_ITEM_EXPLOSION) {
1243 render_item_add(RENDER_ITEM_EXPLOSION);
1244 /* get color from render palette */
1245 color = (m68k_read_memory_16(mercenary_palette_view() + 13*2) & 0xfff) >> 1;
1246 gamecolor2gl(&render_item->u.explosion.red, &render_item->u.explosion.green, &render_item->u.explosion.blue, color);
1247 render_item->u.explosion.count = 0;
1249 if (render_item->u.explosion.count == MAX_EXPLOSION)
1251 render_item->u.explosion.x[render_item->u.explosion.count] = REG_D[3];
1252 render_item->u.explosion.y[render_item->u.explosion.count] = REG_D[4];
1253 render_item->u.explosion.z[render_item->u.explosion.count] = REG_D[5];
1254 render_item->u.explosion.count++;
1257 /* stop event from CPU received */
1258 void render_capture_event(int event)
1261 case STOP_AT_CLEAR_SCREEN1:
1262 clear_screen(16); /* color 16 is raster split */
1263 /* in case of screen clearing on the ground, there is no roll */
1264 motion_new.orientation_roll = 0;
1266 case STOP_AT_CLEAR_SCREEN2:
1269 case STOP_AT_CLEAR_SCREEN3:
1270 clear_screen(-1); /* no ground (in universe) */
1272 case STOP_AT_DRAW_GROUND:
1275 case STOP_AT_INFO_OBJECT_MOVING:
1278 case STOP_AT_INFO_OBJECT_FIX:
1281 case STOP_AT_TAG_IS_OBJECT_1:
1284 case STOP_AT_TAG_IS_OBJECT_0:
1287 case STOP_AT_COORD_OBJECT:
1290 case STOP_AT_POLY_OBJECT_M3:
1293 case STOP_AT_POLY_OBJECT_M2:
1296 case STOP_AT_LINE_OBJECT:
1299 case STOP_AT_COORD_BEACON:
1302 case STOP_AT_POINT_BEACON:
1305 case STOP_AT_COORD_BUILDING_EXTERIOR:
1306 coord_building_exterior();
1308 case STOP_AT_POLY_BUILDING_EXTERIOR:
1309 poly_building_exterior();
1311 case STOP_AT_LINE_BUILDING_EXTERIOR:
1312 line_building_exterior();
1314 case STOP_AT_COORD_BUILDING_INTERIOR:
1315 coord_building_interior();
1317 case STOP_AT_POLY_BUILDING_INTERIOR1:
1319 interior_level12 = 1;
1320 interior_level34 = 1;
1322 case STOP_AT_POLY_BUILDING_INTERIOR2:
1324 interior_level12 = 2;
1325 interior_level34 = 2;
1327 case STOP_AT_POLY_BUILDING_INTERIOR3:
1328 /* door/window top */
1329 interior_level12 = 3;
1330 interior_level34 = 3;
1332 case STOP_AT_POLY_BUILDING_INTERIOR4:
1334 interior_level12 = 4;
1335 interior_level34 = 4;
1337 case STOP_AT_POLY_BUILDING_INTERIOR5:
1338 /* door/window top */
1339 interior_level12 = 2;
1340 interior_level34 = 3;
1342 case STOP_AT_POLY_BUILDING_INTERIOR6:
1344 interior_level12 = 1;
1345 interior_level34 = 4;
1347 case STOP_AT_POLY_BUILDING_INTERIOR1to4:
1348 /* before we come here, we must already passed the break points above, so we know the level to be rendered */
1349 if (interior_level12 == 0) {
1350 print_info("Interior level is not set, please fix!\n");
1353 poly_building_interior1to4(interior_level12);
1354 interior_level12 = 0;
1356 case STOP_AT_POLY_BUILDING_INTERIOR5to6:
1357 /* before we come here, we must already passed the break points above, so we know the level to be rendered */
1358 if (interior_level12 == 0) {
1359 print_info("Interior level is not set, please fix!\n");
1362 poly_building_interior5to6(interior_level12, interior_level34);
1363 interior_level12 = 0;
1365 case STOP_AT_WALL_BUILDING:
1368 case STOP_AT_COORD_COMET:
1371 case STOP_AT_MATRIX_COMET:
1372 case STOP_AT_MATRIX_PLANET:
1373 /* track the rotation matrix
1374 * if we have 0x42c44 matrix, we must add extra rotation to planet.
1375 * the rotation will change the view from the planet's surface */
1376 if (REG_A[4] == 0x42c44) /* same with M2 and M3 */
1377 motion_new.planet_rotation = 1;
1379 motion_new.planet_rotation = 0;
1381 case STOP_AT_POLY_COMET:
1384 case STOP_AT_COORD_LINE_ROADS:
1387 case STOP_AT_LINE_ROADS:
1390 case STOP_AT_COORD_POLY_ROADS:
1393 case STOP_AT_LINE_ROADS_CENTER:
1394 /* we don't need to render center lines of roads, because there are polygons already
1395 * it does not make sense, since OpenGL has much higher resolution.
1398 case STOP_AT_POLY_ROADS:
1401 case STOP_AT_COORD_TAGS:
1404 case STOP_AT_COORD_TAGS2:
1407 case STOP_AT_LINE_TAGS1:
1410 case STOP_AT_LINE_TAGS2:
1413 case STOP_AT_POLY_TAGS1:
1416 case STOP_AT_POLY_TAGS2:
1419 case STOP_AT_COORD_PLANET:
1422 case STOP_AT_DRAW_PLANET:
1425 case STOP_AT_DRAW_COMET:
1428 case STOP_AT_DRAW_STARS_SPACE:
1429 /* render stars with vertical offset 0x1c0, no tilt, not above zenith */
1430 draw_stars(0x1c0, 0, 0);
1432 case STOP_AT_DRAW_STARS_GROUND:
1433 /* render stars with vertical offset 0x128, no tilt, not above zenith */
1434 draw_stars(0x128, 0, 0); /* yet it's hex 128! */
1436 case STOP_AT_DRAW_STARS_FLYING:
1437 /* render stars with vertical offset 0x128, with tilt, not above zenith */
1438 draw_stars(0x128, 1, 0); /* yet it's hex 128! */
1440 case STOP_AT_DRAW_STARS_FLYING2:
1441 /* render stars with vertical offset 0x128, with tilt, and above zenith */
1442 draw_stars(0x128, 1, 1); /* yet it's hex 128! */
1444 case STOP_AT_DRAW_STARS_INTERSTELLAR:
1445 draw_stars_interstellar();
1447 case STOP_AT_DRAW_SUN_INTERSTELLAR:
1448 draw_sun_interstellar();
1450 case STOP_AT_COORD_ISLANDS:
1453 case STOP_AT_POLY_ISLANDS:
1456 case STOP_AT_LINE_ISLANDS:
1457 /* this is not used, as i had noticed so far */
1458 puts("line island");
1460 case STOP_AT_DRAW_SIGHTS:
1463 case STOP_AT_POLY_UKN2:
1466 case STOP_AT_EXPLOSION:
1476 static int use_coord(const char __attribute__((unused)) *what, uint32_t vertex, double *x, double *y, double *z, int fix)
1478 render_item_t *ri = NULL;
1481 print_info("Vertex %d is not a multiple of four!\n", vertex);
1484 if (vertex < 0x100) {
1485 if (!render_item_vertices_0) {
1486 print_info("Vertices item for vertex %d not yet set!\n", vertex);
1489 ri = render_item_vertices_0;
1491 if (vertex < 0x200) {
1492 if (!render_item_vertices_1) {
1493 print_info("Vertices item for vertex %d not yet set!\n", vertex);
1496 ri = render_item_vertices_1;
1499 if (vertex < 0x300) {
1500 if (!render_item_vertices_2) {
1501 print_info("Vertices item for vertex %d not yet set!\n", vertex);
1504 ri = render_item_vertices_2;
1507 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
1511 /* translate to original position */
1512 *x = ri->u.vertices.x[vertex] - motion_new.position_east;
1513 *y = ri->u.vertices.y[vertex] - motion_new.position_height;
1514 *z = ri->u.vertices.z[vertex] - motion_new.position_north;
1516 /* translate to floating (interpolated) position offset */
1517 *x -= interpolation.offset_east;
1518 *y -= interpolation.offset_height;
1519 *z -= interpolation.offset_north;
1522 printf("using %s coordinates: vertex=%d, x=%.0f, y=%.0f, z=%.0f\n", what, vertex, *x, *y, *z);
1528 static int use_planet_coord(const char __attribute__((unused)) *what, uint32_t vertex, double *x, double *y, double *z)
1530 render_item_t *ri = NULL;
1533 print_info("Vertex %d is not a multiple of four!\n", vertex);
1536 if (vertex >= MAX_VERTEX) {
1537 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
1540 if (interpolation.planets)
1541 ri = interpolation.planets;
1543 ri = render_item_vertices_0;
1545 print_info("Vertices item for planets verticies not yet set!\n");
1549 *x = ri->u.vertices.x[vertex];
1550 *y = ri->u.vertices.y[vertex];
1551 *z = ri->u.vertices.z[vertex];
1553 printf("using %s coordinates: vertex=%d, x=%.0f, y=%.0f, z=%.0f\n", what, vertex, *x, *y, *z);
1559 static int use_interior_coord(const char __attribute__((unused)) *what, uint32_t vertex, int level, double *x, double *y, double *z)
1562 print_info("Vertex is not a multiple of four!\n");
1565 if (vertex >= MAX_INTERIOR_VERTEX) {
1566 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
1569 if (level < 1 || level > 4) {
1570 print_info("Level %d is out of range (1..4)!\n", level);
1573 if (!render_item_vertices_interior) {
1574 print_info("Vertices item for interior verticies not yet set!\n");
1578 *x = render_item_vertices_interior->u.vertices_interior.x[vertex];
1579 *y = render_item_vertices_interior->u.vertices_interior.y[level - 1];
1580 *z = render_item_vertices_interior->u.vertices_interior.z[vertex];
1581 /* translate to position back to original */
1582 *x -= motion_new.position_east;
1583 *y -= motion_new.position_height;
1584 *z -= motion_new.position_north;
1585 /* translate to floating (interpolated) position offset */
1586 *x -= interpolation.offset_east;
1587 *y -= interpolation.offset_height;
1588 *z -= interpolation.offset_north;
1591 printf("using %s coordinates: vertex=%d, x=%.0f, y=%.0f, z=%.0f\n", what, vertex, *x, *y, *z);
1597 /* renders one item from render list */
1598 void render_one_item(render_item_t *render_item)
1600 switch (render_item->type) {
1601 case RENDER_ITEM_OBJECT_INFO:
1604 printf("RENDER_ITEM_OBJECT_INFO object-id=%d\n", render_item->u.info.id);
1606 render_item_object_info = render_item;
1609 case RENDER_ITEM_VERTICES_0:
1612 printf("RENDER_ITEM_VERTICES_0\n");
1614 render_item_vertices_0 = render_item;
1617 case RENDER_ITEM_VERTICES_1:
1620 printf("RENDER_ITEM_VERTICES_1\n");
1622 render_item_vertices_1 = render_item;
1625 case RENDER_ITEM_VERTICES_2:
1628 printf("RENDER_ITEM_VERTICES_2\n");
1630 render_item_vertices_2 = render_item;
1633 case RENDER_ITEM_VERTICES_INTERIOR:
1636 printf("RENDER_ITEM_VERTICES_INTERIOR\n");
1638 if (interpolation.interior)
1639 render_item_vertices_interior = interpolation.interior;
1641 render_item_vertices_interior = render_item;
1644 case RENDER_ITEM_SKY:
1646 double x[4], y[4], z[4];
1649 printf("RENDER_ITEM_SKY\n");
1652 opengl_render_color(render_item->u.sky.red, render_item->u.sky.green, render_item->u.sky.blue, 1.0);
1653 /* create plane to fill view */
1654 x[0] = x[1] = y[1] = y[2] = -1000000;
1655 x[2] = x[3] = y[0] = y[3] = 1000000;
1656 z[0] = z[1] = z[2] = z[3] = 10;
1658 opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sky (background) is always visible! */
1661 case RENDER_ITEM_GROUND:
1664 double x[4], y[4], z[4];
1668 printf("RENDER_ITEM_GROUND\n");
1671 opengl_render_color(render_item->u.ground.red, render_item->u.ground.green, render_item->u.ground.blue, 1.0);
1672 yaw = 0.0; /* no need to rotate x-z plane, we don't want look at a corner of the 'ground-square' */
1673 /* create huge square */
1674 x[0] = x[1] = z[1] = z[2] = -1000000;
1675 x[2] = x[3] = z[0] = z[3] = 1000000;
1676 y[0] = y[1] = y[2] = y[3] = -10;
1678 for (i = 0; i < 4; i++)
1679 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1681 opengl_render_polygon(x, y, z, 4, 0); /* no culling, because gound is always visible! */
1684 case RENDER_ITEM_OBJECT_POLYGON:
1685 case RENDER_ITEM_TAG_POLYGON_OBJECT:
1686 case RENDER_ITEM_TAG_POLYGON_OTHER:
1687 case RENDER_ITEM_ISLAND_POLYGON:
1691 double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
1696 if (render_item->type == RENDER_ITEM_OBJECT_POLYGON)
1697 printf("RENDER_ITEM_OBJECT_POLYGON\n");
1698 if (render_item->type == RENDER_ITEM_TAG_POLYGON_OBJECT)
1699 printf("RENDER_ITEM_TAG_POLYGON_OBJECT\n");
1700 if (render_item->type == RENDER_ITEM_TAG_POLYGON_OTHER)
1701 printf("RENDER_ITEM_TAG_POLYGON_OTHER\n");
1702 if (render_item->type == RENDER_ITEM_ISLAND_POLYGON)
1703 printf("RENDER_ITEM_ISLAND_POLYGON\n");
1706 /* special case where we don't want to interpolate motion (taxi/busses/intercity) */
1707 if (render_item->type == RENDER_ITEM_OBJECT_POLYGON && render_item_object_info && !render_item_object_info->u.info.moving) {
1708 // GET_ORIENTATION_FIX;
1713 opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
1714 /* get and rotate vertex */
1715 for (i = 0; i < render_item->u.polygon.vertices; i++) {
1717 rc = use_coord("object", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i], fix);
1720 /* interpolate motion, if object is moving */
1721 if ((render_item->type == RENDER_ITEM_OBJECT_POLYGON || render_item->type == RENDER_ITEM_TAG_POLYGON_OBJECT) && render_item_object_info && render_item_object_info->u.info.moving) {
1722 for (o = 0; o < interpolation.object_count; o++) {
1723 if (interpolation.object_id[o] == render_item_object_info->u.info.id)
1726 if (o < interpolation.object_count) {
1727 x[i] += interpolation.object_offset_east[o];
1728 y[i] += interpolation.object_offset_height[o];
1729 z[i] += interpolation.object_offset_north[o];
1733 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1736 opengl_render_polygon(x, y, z, render_item->u.polygon.vertices, 1); /* back face culling */
1739 case RENDER_ITEM_OBJECT_LINE:
1740 case RENDER_ITEM_TAG_LINE_OBJECT:
1741 case RENDER_ITEM_TAG_LINE_OTHER:
1745 double x[2], y[2], z[2];
1750 if (render_item->type == RENDER_ITEM_OBJECT_LINE)
1751 printf("RENDER_ITEM_OBJECT_LINE\n");
1752 if (render_item->type == RENDER_ITEM_TAG_LINE_OBJECT)
1753 printf("RENDER_ITEM_TAG_LINE_OBJECT\n");
1754 if (render_item->type == RENDER_ITEM_TAG_LINE_OTHER)
1755 printf("RENDER_ITEM_TAG_LINE_OTHER\n");
1758 /* special case where we don't want to interpolate motion (taxi/busses/intercity) */
1759 if ((render_item->type == RENDER_ITEM_OBJECT_LINE || render_item->type == RENDER_ITEM_TAG_LINE_OBJECT) && render_item_object_info && !render_item_object_info->u.info.moving) {
1760 // GET_ORIENTATION_FIX;
1765 opengl_render_color(render_item->u.line.red, render_item->u.line.green, render_item->u.line.blue, debug_opacity);
1766 /* get and rotate vertex */
1767 for (i = 0; i < 2; i++) {
1769 rc = use_coord("object", render_item->u.line.vertex[i], &x[i], &y[i], &z[i], fix);
1773 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1776 opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
1779 case RENDER_ITEM_BEACON_POINT:
1786 printf("RENDER_ITEM_BEACON_POINT\n");
1789 opengl_render_color(render_item->u.point.red, render_item->u.point.green, render_item->u.point.blue, debug_opacity);
1791 rc = use_coord("beacon", render_item->u.point.vertex, &x, &y, &z, 0);
1795 rotate_coordinate(roll, pitch, yaw, &x, &y, &z);
1797 opengl_render_point(x, y, z, 0.0);
1800 case RENDER_ITEM_BUILDING_EXTERIOR_POLYGON:
1803 double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
1808 printf("RENDER_ITEM_BUILDING_EXTERIOR_POLYGON\n");
1811 opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
1812 /* get and rotate vertex */
1813 for (i = 0; i < render_item->u.polygon.vertices; i++) {
1815 rc = use_coord("building exterior", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i], 0);
1819 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1822 opengl_render_polygon(x, y, z, render_item->u.polygon.vertices, 1); /* back face culling */
1825 case RENDER_ITEM_BUILDING_EXTERIOR_LINE:
1828 double x[2], y[2], z[2];
1833 printf("RENDER_ITEM_BUILDING_EXTERIOR_LINE\n");
1836 opengl_render_color(render_item->u.line.red, render_item->u.line.green, render_item->u.line.blue, debug_opacity);
1837 /* get and rotate vertex */
1838 for (i = 0; i < 2; i++) {
1840 rc = use_coord("building exterior", render_item->u.line.vertex[i], &x[i], &y[i], &z[i], 0);
1844 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1847 opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
1850 case RENDER_ITEM_BUILDING_INTERIOR_1TO4:
1853 double x[4], y[4], z[4];
1858 printf("RENDER_ITEM_BUILDING_INTERIOR_1TO4\n");
1861 opengl_render_color(render_item->u.interior14.red, render_item->u.interior14.green, render_item->u.interior14.blue, debug_opacity);
1862 /* get and rotate vertex */
1863 for (i = 0; i < 4; i++) {
1865 rc = use_interior_coord("building exterior", render_item->u.interior14.vertex[i], render_item->u.interior14.level, &x[i], &y[i], &z[i]);
1869 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1872 opengl_render_polygon(x, y, z, 4, 1); /* back face culling */
1875 case RENDER_ITEM_BUILDING_INTERIOR_5TO6:
1878 double x[4], y[4], z[4];
1884 printf("RENDER_ITEM_BUILDING_INTERIOR_5TO6\n");
1887 opengl_render_color(render_item->u.interior56.red, render_item->u.interior56.green, render_item->u.interior56.blue, debug_opacity);
1888 /* get and rotate vertex */
1889 for (i = 0; i < 4; i++) {
1891 vertex = (i == 0 || i == 3) ? render_item->u.interior56.vertex14 : render_item->u.interior56.vertex23;
1892 level = (i == 0 || i == 1) ? render_item->u.interior56.level12 : render_item->u.interior56.level34;
1893 rc = use_interior_coord("building interior", vertex, level, &x[i], &y[i], &z[i]);
1897 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1900 opengl_render_polygon(x, y, z, 4, 1); /* back face culling */
1903 case RENDER_ITEM_BUILDING_INTERIOR_WALL:
1906 double x[4], y[4], z[4];
1912 printf("RENDER_ITEM_BUILDING_INTERIOR_WALL\n");
1915 opengl_render_color(render_item->u.interior56.red, render_item->u.interior56.green, render_item->u.interior56.blue, debug_opacity);
1916 /* chedck if wall is a rectangle or a line */
1917 if (render_item->u.interior56.vertex14 != render_item->u.interior56.vertex23) {
1918 /* get and rotate vertex */
1919 for (i = 0; i < 4; i++) {
1921 vertex = (i == 0 || i == 3) ? render_item->u.interior56.vertex14 : render_item->u.interior56.vertex23;
1922 level = (i == 0 || i == 1) ? render_item->u.interior56.level12 : render_item->u.interior56.level34;
1923 rc = use_interior_coord("building interior", vertex, level, &x[i], &y[i], &z[i]);
1927 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1930 opengl_render_polygon_and_line(x, y, z, 4); /* no culling, because walls are always visible! */
1932 /* get and rotate vertex */
1933 for (i = 0; i < 2; i++) {
1935 vertex = render_item->u.interior56.vertex14;
1936 level = (i == 0) ? render_item->u.interior56.level12 : render_item->u.interior56.level34;
1937 rc = use_interior_coord("building interior", vertex, level, &x[i], &y[i], &z[i]);
1941 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1944 opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
1948 case RENDER_ITEM_COMET_POLYGON:
1951 double inclination = interpolation.planet_inclination, azimuth = interpolation.planet_azimuth;
1952 double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
1957 printf("RENDER_ITEM_COMET_POLYGON\n");
1960 opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
1961 /* get and rotate vertex */
1962 for (i = 0; i < render_item->u.polygon.vertices; i++) {
1964 rc = use_planet_coord("comet tail", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i]);
1968 if (motion_new.planet_rotation)
1969 rotate_coordinate(0.0, inclination, azimuth, &x[i], &y[i], &z[i]);
1970 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1973 opengl_render_polygon_and_line(x, y, z, render_item->u.polygon.vertices); /* no culling, because we render only two (out of four) planes! */
1976 case RENDER_ITEM_ROAD_LINE:
1979 double x[2], y[2], z[2];
1984 printf("RENDER_ITEM_ROAD_LINE\n");
1987 opengl_render_color(render_item->u.line.red, render_item->u.line.green, render_item->u.line.blue, debug_opacity);
1988 /* get and rotate vertex */
1989 for (i = 0; i < 2; i++) {
1991 rc = use_coord("road", render_item->u.line.vertex[i], &x[i], &y[i], &z[i], 0);
1995 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1998 opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
2001 case RENDER_ITEM_ROAD_POLYGON:
2004 double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
2006 uint32_t vertex, vertex_prev, vertex_next;
2007 double x_current, y_current, z_current;
2008 double x_prev, y_prev, z_prev;
2009 double x_next, y_next, z_next;
2014 printf("RENDER_ITEM_ROAD_POLYGON\n");
2017 opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
2018 /* get and rotate vertex */
2020 vertices_num = render_item->u.polygon.vertices;
2021 for (v = 0; v < vertices_num; v++) {
2023 vertex = render_item->u.polygon.vertex[v];
2024 rc = use_coord("road/place", vertex, &x_current, &y_current, &z_current, 0);
2027 /* check for road extension, so we extend the road to the given end point */
2028 if (extend_roads && vertex >= 0xf0) {
2029 /* previous vertex */
2030 vertex_prev = render_item->u.polygon.vertex[(v + vertices_num - 1) % vertices_num];
2031 rc = use_coord("road/place", vertex_prev, &x_prev, &y_prev, &z_prev, 0);
2035 vertex_next = render_item->u.polygon.vertex[(v + 1) % vertices_num];
2036 rc = use_coord("road/place", vertex_next, &x_next, &y_next, &z_next, 0);
2039 /* extend vertices to end point position
2040 * change x or z coordinate, whatever is greater
2042 if (fabs(x_prev - x_current) > fabs(z_prev - z_current))
2043 x_prev = x_next = x_current;
2045 z_prev = z_next = z_current;
2046 /* store vertices */
2051 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
2052 if (i++ == MAX_POLYGON)
2058 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
2059 if (i++ == MAX_POLYGON)
2063 /* no extension, just keep the current point as is */
2068 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
2069 if (i++ == MAX_POLYGON)
2074 opengl_render_polygon(x, y, z, i, 0); /* no culling, because polygons lay on the gound and are always visible! */
2077 case RENDER_ITEM_PLANET:
2080 double inclination = interpolation.planet_inclination, azimuth = interpolation.planet_azimuth;
2081 double sun_x, sun_y, sun_z, angle_sun;
2082 double loc_x, loc_y, loc_z, angle_loc;
2083 double x[PLANET_VERTICES], y[PLANET_VERTICES], z[PLANET_VERTICES];
2089 printf("RENDER_ITEM_PLANET\n");
2092 rc = use_planet_coord("planet(sun)", 0, &sun_x, &sun_y, &sun_z);
2095 rc = use_planet_coord("planet", render_item->u.planet.vertex, &loc_x, &loc_y, &loc_z);
2099 size = render_item->u.planet.size;
2101 if (motion_new.planet_rotation) {
2102 rotate_coordinate(0.0, inclination, azimuth, &sun_x, &sun_y, &sun_z);
2103 rotate_coordinate(0.0, inclination, azimuth, &loc_x, &loc_y, &loc_z);
2105 rotate_coordinate(roll, pitch, yaw, &sun_x, &sun_y, &sun_z);
2106 rotate_coordinate(roll, pitch, yaw, &loc_x, &loc_y, &loc_z);
2108 /* calculate direction of the sun */
2109 angle_sun = atan2(sun_x, sun_z);
2110 angle_loc = atan2(loc_x, loc_z);
2111 angle = angle_sun - angle_loc;
2113 angle -= 2.0 * M_PI;
2115 angle += 2.0 * M_PI;
2117 /* on which side are we (sun is always bright, vertex == 0) */
2118 if ((angle < M_PI / 2.0 && angle > -M_PI / 2.0) || render_item->u.planet.vertex == 0) {
2119 /* get front side color */
2120 opengl_render_color(render_item->u.planet.front_red, render_item->u.planet.front_green, render_item->u.planet.front_blue, debug_opacity);
2122 /* get back side color */
2123 opengl_render_color(render_item->u.planet.back_red, render_item->u.planet.back_green, render_item->u.planet.back_blue, debug_opacity);
2126 /* create and render cicle */
2127 for (i = 0; i < PLANET_VERTICES; i++) {
2128 x[i] = loc_x + size * sin(2 * M_PI * (double)i / PLANET_VERTICES) * PLANET_ELIPSE;
2129 y[i] = loc_y + size * cos(2 * M_PI * (double)i / PLANET_VERTICES);
2132 opengl_render_polygon_and_line(x, y, z, PLANET_VERTICES); /* no culling, its a planet! */
2134 if (render_item->u.planet.vertex == 0) {
2135 /* sun has no crescent */
2139 /* on which side are we */
2140 if (angle < M_PI / 2.0 && angle > -M_PI / 2.0) {
2141 /* get back side color */
2142 opengl_render_color(render_item->u.planet.back_red, render_item->u.planet.back_green, render_item->u.planet.back_blue, debug_opacity);
2144 /* get front side color */
2145 opengl_render_color(render_item->u.planet.front_red, render_item->u.planet.front_green, render_item->u.planet.front_blue, debug_opacity);
2148 /* create and render crescent */
2149 if (angle > M_PI / 2.0 || (angle < 0.0 && angle > -M_PI / 2.0)) {
2150 angle = fabs(angle);
2151 if (angle > M_PI / 2.0)
2152 angle = M_PI - angle;
2154 for (i = 0; i < PLANET_VERTICES / 2 + 1; i++) {
2155 x[i] = loc_x + size * sin(2 * M_PI * (double)i / PLANET_VERTICES) * PLANET_ELIPSE;
2156 y[i] = loc_y + size * cos(2 * M_PI * (double)i / PLANET_VERTICES);
2159 for (; i < PLANET_VERTICES; i++) {
2160 x[i] = loc_x + size * sin(2 * M_PI * (double)i / PLANET_VERTICES) * PLANET_ELIPSE * sin((1.0 - angle / (M_PI / 2)) * (M_PI / 2.0));
2161 y[i] = loc_y + size * cos(2 * M_PI * (double)i / PLANET_VERTICES);
2165 angle = fabs(angle);
2166 if (angle > M_PI / 2.0)
2167 angle = M_PI - angle;
2169 for (i = 0; i < PLANET_VERTICES / 2 + 1; i++) {
2170 x[i] = loc_x + size * sin(2 * M_PI * (double)i / PLANET_VERTICES) * PLANET_ELIPSE * sin((1.0 - angle / (M_PI / 2)) * (M_PI / 2.0));
2171 y[i] = loc_y + size * cos(2 * M_PI * (double)i / PLANET_VERTICES);
2174 for (; i < PLANET_VERTICES; i++) {
2175 x[i] = loc_x + size * sin(2 * M_PI * (double)i / PLANET_VERTICES) * PLANET_ELIPSE;
2176 y[i] = loc_y + size * cos(2 * M_PI * (double)i / PLANET_VERTICES);
2180 opengl_render_polygon_and_line(x, y, z, PLANET_VERTICES); /* no culling, its a planet! */
2181 opengl_render_point(loc_x, loc_y, loc_z, 0.0); /* planet is visible at any distance - at least as a point */
2184 case RENDER_ITEM_STARS:
2186 double tilt_offset = 0;
2187 double x_offset = 0;
2189 double view_width, yaw = interpolation.orientation_raw_yaw;
2190 double pitch = interpolation.orientation_raw_pitch;
2191 uint32_t table, table_start;
2195 double red, green, blue;
2198 printf("RENDER_ITEM_STARS\n");
2200 /* use default fov of 64 to calculate z distance */
2201 z = 160.0 / frustum_slope_64;
2203 view_width = (int)(320.0 / frustum_slope_64 * frustum_slope_fov);
2206 for (i = 0; i < 16; i++)
2207 color[i] = m68k_read_memory_16(mercenary_palette_stars() + (i << 2));
2209 /* table offset is 91, so we substract it and add it back with different FOV, so table begins at later
2210 * full turn is 1024, we have default of 64 degrees: 1024 / 360 * 64 = 182
2211 * then we half it, so we get to the center via 91
2214 if (render_item->u.stars.above_zenith)
2216 yaw = fmod(yaw + 91.0 - (91.0 * (frustum_slope_fov / frustum_slope_64)) + 65536.0, 0x400);
2218 table = mercenary_star_table();
2219 table_start = table + m68k_read_memory_16(table);
2220 table += m68k_read_memory_16(table + ((uint32_t)yaw & 0x7fe));
2221 yaw = yaw / (double)0x800 * 1800.0;
2223 if (render_item->u.stars.above_zenith)
2224 pitch = 0x200 - pitch;
2225 pitch = fmod(pitch + 65536.0, 0x400);
2226 pitch -= render_item->u.stars.v_offset;
2228 pitch = pitch * (double)0x6ccc / 65536.0;
2231 x = m68k_read_memory_16(table);
2234 table = table_start;
2236 x = (view_width - 1) - m68k_read_memory_16(table) - x_offset + yaw;
2240 /* special case where we tilt the view when flying on the planet */
2241 if (render_item->u.stars.tilt) {
2242 /* use offset as given by game: 160 is half of the screen width
2243 * we extend the width to the actual FOV, so it fits
2245 tilt_offset = ((x - (160.0 / frustum_slope_64 * frustum_slope_fov)) * render_item->u.stars.tilt_value) / 65536.0;
2247 y = (double)((m68k_read_memory_16(table)) & 0x1ff) - pitch + tilt_offset;
2249 if (render_item->u.stars.above_zenith) {
2250 x = (double)(view_width - 1) - x;
2254 gamecolor2gl(&red, &green, &blue, color[(m68k_read_memory_8(table - 2) & 0x3c) >> 2]);
2255 opengl_render_color(red, green, blue, debug_opacity);
2257 opengl_render_point(160.0 / frustum_slope_64 * frustum_slope_fov - x, 68.0 - y, z, 0.0);
2261 case RENDER_ITEM_INTERSTELLAR_STARS:
2266 double red, green, blue;
2269 printf("RENDER_ITEM_INTERSTELLAR_STARS\n");
2271 /* use default fov of 64 to calculate z distance */
2272 z = 160.0 / frustum_slope_64;
2275 for (i = 0; i < 16; i++)
2276 color[i] = m68k_read_memory_16(mercenary_palette_stars() + (i << 2));
2278 for (i = 0; i < render_item->u.interstars.count; i++) {
2279 gamecolor2gl(&red, &green, &blue, color[render_item->u.interstars.color[i]]);
2280 opengl_render_color(red, green, blue, debug_opacity);
2282 opengl_render_point(160.0 - (double)render_item->u.interstars.x[i], 68.0 - (double)render_item->u.interstars.y[i], z, 0.0);
2286 case RENDER_ITEM_INTERSTELLAR_SUN:
2288 double red, green, blue;
2291 printf("RENDER_ITEM_INTERSTELLAR_SUN\n");
2294 gamecolor2gl(&red, &green, &blue, 0x777);
2295 opengl_render_color(red, green, blue, debug_opacity);
2297 opengl_render_point(0.0, 0.0, 100.0, 0.0);
2300 case RENDER_ITEM_SIGHTS:
2302 double x[4], y[4], z[4];
2303 double red, green, blue;
2306 printf("RENDER_ITEM_SIGHTS\n");
2308 /* use default fov of 64 to calculate z distance */
2309 z[0] = z[1] = z[2] = z[3] = 160.0 / frustum_slope_64;
2312 gamecolor2gl(&red, &green, &blue, 0x777);
2313 opengl_render_color(red, green, blue, debug_opacity);
2317 x[0] = x[1] = -16.0;
2319 opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sights are always visible! */
2322 opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sights are always visible! */
2325 case RENDER_ITEM_EXPLOSION:
2328 double loc_x, loc_y, loc_z, size;
2329 double x[EXPLOSION_VERTICES], y[EXPLOSION_VERTICES], z[EXPLOSION_VERTICES];
2333 printf("RENDER_ITEM_EXPLOSION\n");
2335 opengl_render_color(render_item->u.explosion.red, render_item->u.explosion.green, render_item->u.explosion.blue, debug_opacity);
2337 for (e = 0; e < render_item->u.explosion.count; e++) {
2338 loc_x = render_item->u.explosion.x[e];
2339 loc_y = render_item->u.explosion.y[e];
2340 loc_z = render_item->u.explosion.z[e];
2341 size = 20; /* round about.... */
2343 rotate_coordinate(roll, pitch, yaw, &loc_x, &loc_y, &loc_z);
2344 /* create and render cicle */
2345 for (i = 0; i < EXPLOSION_VERTICES; i++) {
2346 x[i] = loc_x + size * sin(2 * M_PI * (double)i / EXPLOSION_VERTICES) * EXPLOSION_ELIPSE;
2347 y[i] = loc_y + size * cos(2 * M_PI * (double)i / EXPLOSION_VERTICES);
2350 opengl_render_polygon_and_line(x, y, z, EXPLOSION_VERTICES); /* no culling, its a debris! */
2351 opengl_render_point(loc_x, loc_y, loc_z, 0.0); /* debris is visible at any distance - at least as a point */
2356 print_info("Unknown render item type, please fix!\n");
2364 static double interpolate_orientation(double old, double new, double inter)
2366 double turn = new - old;
2373 /* don't interpolate, if our rotation was too fast.
2374 * e.g: taxi drive around corder, load/quit game, ...
2376 if (turn > M_PI / 8.0 || turn < -M_PI / 8.0)
2379 new = old + turn * inter;
2389 static double interpolate_raw_orientation(uint16_t old, uint16_t new, double inter)
2391 int16_t turn = (new - old) & 0x3ff;
2396 /* don't interpolate, if our rotation was too fast.
2397 * e.g: taxi drive around corder, load/quit game, ...
2399 if (turn > 0x200 / 8 || turn < -0x200 / 8)
2402 /* don't do modulo 0x400, since the user of this data does it */
2403 return (double)old + (double)turn * inter;
2406 static double interpolate_offset(int32_t old, int32_t new, double inter, int32_t limit)
2410 /* be sure to look only at the lower 28 bits, because on planet these bits are used only */
2411 if (ground_index >= 0)
2412 offset = wrap_int28(old - new);
2414 offset = (int32_t)(old - new);
2416 if (limit > 0 && (offset > limit || offset < -limit))
2419 return offset * (1.0 - inter);
2422 static render_item_t *interpolate_door(double inter)
2424 static render_item_t interpolated;
2425 render_item_t *old_vertices = render_list_old, *new_vertices = render_list_new;
2426 int nomatch_x_count = 0;
2427 int nomatch_z_count = 0;
2428 int nomatch_x[4], nomatch_z[4];
2431 /* find old and new vertices */
2432 while (old_vertices && old_vertices->type != RENDER_ITEM_VERTICES_INTERIOR)
2433 old_vertices = old_vertices->next;
2434 while (new_vertices && new_vertices->type != RENDER_ITEM_VERTICES_INTERIOR)
2435 new_vertices = new_vertices->next;
2437 /* building does not exist in old or new render */
2438 if (!old_vertices || !new_vertices)
2441 /* all verices must match except four */
2442 ii = MAX_INTERIOR_VERTEX >> 2;
2443 for (i = 0; i < ii; i++) {
2444 if (!old_vertices->u.vertices_interior.set[i] || !new_vertices->u.vertices_interior.set[i])
2446 if (old_vertices->u.vertices_interior.x[i] != new_vertices->u.vertices_interior.x[i]) {
2447 if (nomatch_x_count == 4)
2449 nomatch_x[nomatch_x_count++] = i;
2452 for (i = 0; i < 4; i++) {
2453 if (old_vertices->u.vertices_interior.y[i] != new_vertices->u.vertices_interior.y[i])
2456 for (i = 0; i < ii; i++) {
2457 if (!old_vertices->u.vertices_interior.set[i] || !new_vertices->u.vertices_interior.set[i])
2459 if (old_vertices->u.vertices_interior.z[i] != new_vertices->u.vertices_interior.z[i]) {
2460 if (nomatch_z_count == 4)
2462 nomatch_z[nomatch_z_count++] = i;
2466 /* copy, even if not interpolated */
2467 memcpy(&interpolated, new_vertices, sizeof(interpolated));
2469 /* only four x missmatch */
2470 if (nomatch_x_count == 4 || nomatch_x_count == 2) {
2471 for (i = 0; i < nomatch_x_count; i++) {
2472 interpolated.u.vertices_interior.x[nomatch_x[i]] =
2473 (double)old_vertices->u.vertices_interior.x[nomatch_x[i]] * (1.0 - inter) +
2474 (double)new_vertices->u.vertices_interior.x[nomatch_x[i]] * inter;
2478 /* only four z missmatch */
2479 if (nomatch_z_count == 4 || nomatch_z_count == 2) {
2480 for (i = 0; i < nomatch_z_count; i++) {
2481 interpolated.u.vertices_interior.z[nomatch_z[i]] =
2482 (double)old_vertices->u.vertices_interior.z[nomatch_z[i]] * (1.0 - inter) +
2483 (double)new_vertices->u.vertices_interior.z[nomatch_z[i]] * inter;
2487 return &interpolated;
2490 /* make a list of objects that moved and store their displacement */
2491 static void interpolate_objects(double inter)
2493 render_item_t *old_info, *new_info;
2496 /* hunt for objects that exist in both (old and new) lists and moved */
2498 for (new_info = render_list_new; new_info; new_info = new_info -> next) {
2500 if (new_info->type != RENDER_ITEM_OBJECT_INFO)
2503 if (!new_info->u.info.moving)
2505 /* interiors don't move */
2506 if (new_info->u.info.id < 0)
2508 /* check matching object with same ID */
2509 for (old_info = render_list_old; old_info; old_info = old_info -> next) {
2511 if (old_info->type != RENDER_ITEM_OBJECT_INFO)
2514 if (!old_info->u.info.moving)
2517 if (old_info->u.info.id == new_info->u.info.id)
2520 /* no matching object found */
2524 if (old_info->u.info.east == new_info->u.info.east
2525 && old_info->u.info.height == new_info->u.info.height
2526 && old_info->u.info.north == new_info->u.info.north)
2528 /* interpolate and store */
2529 interpolation.object_id[count] = new_info->u.info.id;
2530 interpolation.object_offset_east[count] = interpolate_offset(old_info->u.info.east, new_info->u.info.east, inter, 4096);
2531 interpolation.object_offset_height[count] = interpolate_offset(old_info->u.info.height, new_info->u.info.height, inter, 4096);
2532 interpolation.object_offset_north[count] = interpolate_offset(old_info->u.info.north, new_info->u.info.north, inter, 4096);
2533 if (count++ == MAX_MOVING_OBJECTS)
2536 interpolation.object_count = count;
2539 /* make a vertex list of interpolated planets */
2540 static render_item_t *interpolate_planets(double inter)
2542 static render_item_t interpolated;
2543 render_item_t *old_info, *new_info;
2544 render_item_t *old_vertices = NULL, *new_vertices = NULL;
2547 /* get vertices for planets/comet */
2548 for (old_info = render_list_old; old_info; old_info = old_info -> next) {
2549 if (old_info->type == RENDER_ITEM_VERTICES_0)
2550 old_vertices = old_info;
2551 /* check until comet's polygons are renderd. at this time the coordinates are all ready, so we can interpolate */
2552 if (old_info->type == RENDER_ITEM_COMET_POLYGON)
2555 for (new_info = render_list_new; new_info; new_info = new_info -> next) {
2556 if (new_info->type == RENDER_ITEM_VERTICES_0)
2557 new_vertices = new_info;
2558 /* check until comet's polygons are renderd. at this time the coordinates are all ready, so we can interpolate */
2559 if (new_info->type == RENDER_ITEM_COMET_POLYGON)
2563 /* check for existing planet's vertices and if planets are rendered in both lists (old and new) */
2564 if (old_info == NULL || new_info == NULL || old_vertices == NULL || new_vertices == NULL)
2567 /* interpolate vertices */
2568 for (i = 0; i < (MAX_VERTEX >> 2); i++) {
2569 interpolated.u.vertices.x[i] = old_vertices->u.vertices.x[i] * (1.0 - inter) + new_vertices->u.vertices.x[i] * inter;
2570 interpolated.u.vertices.y[i] = old_vertices->u.vertices.y[i] * (1.0 - inter) + new_vertices->u.vertices.y[i] * inter;
2571 interpolated.u.vertices.z[i] = old_vertices->u.vertices.z[i] * (1.0 - inter) + new_vertices->u.vertices.z[i] * inter;
2574 return &interpolated;
2577 /* always renders NEW! items
2578 * use inter == 1.0 to render motion to vertices of NEW items
2579 * use inter 0.0 .. 1.0 to interpolate motion between OLD and NEW items
2580 * return 0, if the scene was rendered, returns < 0, if there is no scene
2582 int render_all_items(double inter)
2584 render_item_object_info = NULL;
2585 render_item_vertices_0 = render_item_vertices_1 = render_item_vertices_2 = NULL;
2586 render_item_vertices_interior = NULL;
2587 render_item_vertices_planets = NULL;
2589 /* no interpolation when leaving or entering planet to/from space */
2590 if ((last_ground_index < 0 && ground_index >= 0)
2591 || (last_ground_index >= 0 && ground_index < 0)) {
2595 /* reset interpolation */
2596 memset(&interpolation, 0, sizeof(interpolation));
2597 interpolation.orientation_roll = motion_new.orientation_roll;
2598 interpolation.orientation_pitch = motion_new.orientation_pitch;
2599 interpolation.orientation_yaw = motion_new.orientation_yaw;
2600 interpolation.orientation_raw_pitch = motion_new.orientation_raw_pitch;
2601 interpolation.orientation_raw_yaw = motion_new.orientation_raw_yaw;
2602 interpolation.planet_inclination = motion_new.planet_inclination;
2603 interpolation.planet_azimuth = motion_new.planet_azimuth;
2604 //printf("we are at %08x %08x %08x\n", motion_new.position_east, motion_new.position_height, motion_new.position_north);
2606 /* do interpolation */
2607 if (inter != 1.0 && render_list_old) {
2608 /* interpolate orientation */
2609 interpolation.orientation_roll = interpolate_orientation(motion_old.orientation_roll, motion_new.orientation_roll, inter);
2610 interpolation.orientation_pitch = interpolate_orientation(motion_old.orientation_pitch, motion_new.orientation_pitch, inter);
2611 interpolation.orientation_yaw = interpolate_orientation(motion_old.orientation_yaw, motion_new.orientation_yaw, inter);
2612 interpolation.orientation_raw_pitch = interpolate_raw_orientation(motion_old.orientation_raw_pitch, motion_new.orientation_raw_pitch, inter);
2613 interpolation.orientation_raw_yaw = interpolate_raw_orientation(motion_old.orientation_raw_yaw, motion_new.orientation_raw_yaw, inter);
2614 interpolation.planet_inclination = interpolate_orientation(motion_old.planet_inclination, motion_new.planet_inclination, inter);
2615 interpolation.planet_azimuth = interpolate_orientation(motion_old.planet_azimuth, motion_new.planet_azimuth, inter);
2617 /* interpolate position */
2618 interpolation.offset_east = interpolate_offset(motion_old.position_east, motion_new.position_east, inter, 0);
2619 interpolation.offset_height = interpolate_offset(motion_old.position_height, motion_new.position_height, inter, 0);
2620 interpolation.offset_north = interpolate_offset(motion_old.position_north, motion_new.position_north, inter, 0);
2621 /* prevent glitch when using elevators: a sudden vertical move is ignored
2622 * this is not the best solution, because fast vertical flying (from 0) will also be detected */
2623 if (old_height_offset == 0
2624 && (new_height_offset >= 150 || new_height_offset <= -150)) {
2625 interpolation.offset_east = 0.0;
2626 interpolation.offset_height = 0.0;
2627 interpolation.offset_north = 0.0;
2630 /* interpolate doors of building (if any) */
2631 interpolation.interior = interpolate_door(inter);
2633 /* interpolate objects */
2634 interpolate_objects(inter);
2636 /* interpolate planets */
2637 interpolation.planets = interpolate_planets(inter);
2640 /* return failure, if nothing can be rendered */
2641 if (!render_list_new)
2644 for (render_item = render_list_new; render_item; render_item = render_item->next) {
2645 render_one_item(render_item);
2651 void render_capture_reset(void)
2653 /* flush old list, if exists */
2655 /* flush new list, if exists */
2656 render_list_old = render_list_new;
2658 /* reset list pointers */
2659 render_list_old = NULL;
2660 render_list_new = NULL;
2661 render_list_end = &render_list_new;
2665 int render_capture_is_interstellar(void)
2667 if (!render_list_new)
2669 for (render_item = render_list_new; render_item; render_item = render_item->next) {
2670 if (render_item->type == RENDER_ITEM_INTERSTELLAR_STARS)