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
41 #include "../libsdl/print.h"
42 #include "../libcpu/m68k.h"
43 #include "../libcpu/m68kcpu.h"
44 #include "../libcpu/execute.h"
45 #include "../libsdl/opengl.h"
46 #include "mercenary.h"
48 #define GL3_PROTOTYPES 1
52 //#define DEBUG_VERTEX
55 #define MAX_POLYGON 16 /* number of polygon complexity (vertices) */
56 #define MAX_VERTEX 0x100 /* this is the value range, these are 64 vertices */
57 #define MAX_INTERIOR_VERTEX 0x400 /* do we need that much? */
58 #define MAX_INTERSTARS 80 /* always 80 stars */
59 #define MAX_MOVING_OBJECTS 16 /* maximum number of moving objects (used for interpolation) */
60 #define MAX_EXPLOSION 256 /* how many explosion particles can be stored in one object */
61 #define PLANET_VERTICES 128
62 #define PLANET_ELIPSE 1.17
63 #define EXPLOSION_VERTICES 16
64 #define EXPLOSION_ELIPSE 1.17
67 * render item definition and structures
71 enum render_item_type {
72 RENDER_ITEM_OBJECT_INFO,
73 RENDER_ITEM_VERTICES_0,
74 RENDER_ITEM_VERTICES_1,
75 RENDER_ITEM_VERTICES_2,
76 RENDER_ITEM_VERTICES_INTERIOR,
79 RENDER_ITEM_OBJECT_POLYGON,
80 RENDER_ITEM_OBJECT_LINE,
81 RENDER_ITEM_BEACON_POINT,
82 RENDER_ITEM_BUILDING_EXTERIOR_POLYGON,
83 RENDER_ITEM_BUILDING_EXTERIOR_LINE,
84 RENDER_ITEM_BUILDING_INTERIOR_1TO4,
85 RENDER_ITEM_BUILDING_INTERIOR_5TO6,
86 RENDER_ITEM_BUILDING_INTERIOR_WALL,
87 RENDER_ITEM_COMET_POLYGON,
88 RENDER_ITEM_ROAD_LINE,
89 RENDER_ITEM_ROAD_POLYGON,
90 RENDER_ITEM_TAG_LINE_OBJECT,
91 RENDER_ITEM_TAG_LINE_OTHER,
92 RENDER_ITEM_TAG_POLYGON_OBJECT,
93 RENDER_ITEM_TAG_POLYGON_OTHER,
96 RENDER_ITEM_INTERSTELLAR_STARS,
97 RENDER_ITEM_INTERSTELLAR_SUN,
98 RENDER_ITEM_ISLAND_POLYGON,
100 RENDER_ITEM_EXPLOSION,
103 struct render_item_info {
106 int32_t east, height, north;
109 struct render_item_vertices {
110 double x[MAX_VERTEX >> 2], y[MAX_VERTEX >> 2], z[MAX_VERTEX >> 2];
113 struct render_item_vertices_interior {
114 uint8_t set[MAX_INTERIOR_VERTEX >> 2];
115 double x[MAX_INTERIOR_VERTEX >> 2], y[4], z[MAX_INTERIOR_VERTEX >> 2];
118 struct render_item_sky {
119 double red, green, blue;
122 struct render_item_ground {
123 double red, green, blue;
126 struct render_item_polygon {
127 double red, green, blue;
129 int vertex[MAX_POLYGON];
132 struct render_item_interior14 {
133 double red, green, blue;
138 struct render_item_interior56 {
139 double red, green, blue;
146 struct render_item_line {
147 double red, green, blue;
151 struct render_item_point {
152 double red, green, blue;
156 struct render_item_planet {
157 double front_red, front_green, front_blue;
158 double back_red, back_green, back_blue;
163 struct render_item_stars {
170 struct render_item_interstars {
171 uint8_t color[MAX_INTERSTARS];
172 int16_t x[MAX_INTERSTARS], y[MAX_INTERSTARS];
176 struct render_item_explosion {
177 double red, green, blue;
178 int32_t x[MAX_EXPLOSION], y[MAX_EXPLOSION], z[MAX_EXPLOSION];
182 typedef struct render_item {
183 struct render_item *next;
184 enum render_item_type type;
186 struct render_item_info info;
187 struct render_item_vertices vertices;
188 struct render_item_vertices_interior vertices_interior;
189 struct render_item_sky sky;
190 struct render_item_ground ground;
191 struct render_item_polygon polygon;
192 struct render_item_line line;
193 struct render_item_point point;
194 struct render_item_interior14 interior14;
195 struct render_item_interior56 interior56;
196 struct render_item_planet planet;
197 struct render_item_stars stars;
198 struct render_item_interstars interstars;
199 struct render_item_explosion explosion;
203 /* information about motion in each game rendering */
204 typedef struct motion {
205 int32_t position_east, position_height, position_north;
206 double orientation_roll, orientation_pitch, orientation_yaw;
207 uint16_t orientation_raw_yaw;
208 int16_t orientation_raw_pitch;
210 double planet_inclination, planet_azimuth;
213 /* information about interpolation between two game renedrings */
214 typedef struct interpolation {
215 double offset_east, offset_height, offset_north;
216 double orientation_roll, orientation_pitch, orientation_yaw;
217 double orientation_raw_yaw, orientation_raw_pitch;
218 double planet_inclination, planet_azimuth;
219 int object_id[MAX_MOVING_OBJECTS];
220 double object_offset_east[MAX_MOVING_OBJECTS], object_offset_height[MAX_MOVING_OBJECTS], object_offset_north[MAX_MOVING_OBJECTS];
222 render_item_t *interior;
223 render_item_t *planets;
226 #define GET_ORIENTATION \
227 double roll = interpolation.orientation_roll; \
228 double pitch = interpolation.orientation_pitch; \
229 double yaw = interpolation.orientation_yaw
231 #define GET_ORIENTATION_FIX \
232 roll = motion_new.orientation_roll; \
233 pitch = motion_new.orientation_pitch; \
234 yaw = motion_new.orientation_yaw
236 /* rendering options */
237 static int extend_roads; /* extend roads in its original width, rather than just using a single point */
239 static double debug_opacity;
240 static double frustum_slope_64, frustum_slope_fov;
242 /* states while collecting render items */
243 static motion_t motion_old, motion_new;
244 static int32_t old_height_offset = 0, new_height_offset = 0;
245 static interpolation_t interpolation;
246 static int ground_index, last_ground_index = -1;
247 static int interior_level12 = 0;
248 static int interior_level34 = 0;
249 static int tag_is_object;
250 /* current render item list */
251 static render_item_t *render_list_new = NULL, **render_list_end = &render_list_new;
252 /* previous render item list */
253 static render_item_t *render_list_old = NULL;
254 /* current item to be processed */
255 static render_item_t *render_item;
256 /* current object info */
257 static render_item_t *render_item_object_info;
258 /* current vertices */
259 static render_item_t *render_item_vertices_0, *render_item_vertices_1, *render_item_vertices_2;
260 static render_item_t *render_item_vertices_planets, *render_item_vertices_interior;
266 static void render_item_add(enum render_item_type type)
268 render_item = calloc(1, sizeof(render_item_t));
270 print_error("No memory, must abort!\n");
273 render_item->type = type;
274 *render_list_end = render_item;
275 render_list_end = &render_item->next;
278 static void flush_old_items(void)
280 /* flush old render list */
281 while (render_list_old) {
282 render_item = render_list_old;
283 render_list_old = render_list_old->next;
288 /* rendering starts, initialize variables */
289 void render_capture_start(double _fov, int _extend_roads, int debug)
291 #if defined(DEBUG_COLOR) || defined(DEBUG_VERTEX)
292 printf("start rendering a new frame...\n");
297 /* move new render list to old render list */
298 render_list_old = render_list_new;
299 /* setup new render list */
300 render_list_new = NULL;
301 render_list_end = &render_list_new;
303 /* move new motion to old motion */
304 memcpy(&motion_old, &motion_new, sizeof(motion_old));
306 /* set rendering options */
308 extend_roads = _extend_roads;
309 /* set some transpareny, if debugging is enabled */
310 debug_opacity = (debug) ? 0.5 : 1.0;
312 /* calculate slope of 64 degree frustum and current FOV's frustum */
313 frustum_slope_64 = tan(64.0 / 2.0 / 180.0 * M_PI);
314 frustum_slope_fov = tan(fov / 2.0 / 180.0 * M_PI);
317 mercenary_get_location(&motion_new.position_east, &motion_new.position_height, &motion_new.position_north);
318 /* in case of player on the ground, there is no roll, so it will be reset to 0 when screen is cleared */
319 mercenary_get_orientation(&motion_new.orientation_roll, &motion_new.orientation_pitch, &motion_new.orientation_yaw);
320 mercenary_get_orientation_raw(&motion_new.orientation_raw_pitch, &motion_new.orientation_raw_yaw);
321 motion_new.planet_rotation = motion_old.planet_rotation;
322 mercenary_get_orientation_planet(&motion_new.planet_inclination, &motion_new.planet_azimuth);
324 render_item_object_info = NULL;
325 render_item_vertices_0 = render_item_vertices_1 = render_item_vertices_2 = NULL;
326 render_item_vertices_planets = NULL;
327 render_item_vertices_interior = NULL;
329 /* detect elevator movement */
330 old_height_offset = new_height_offset;
332 new_height_offset = motion_new.position_height - motion_old.position_height;
334 /* detect switching between space (-1) and over ground (>=0) */
335 last_ground_index = ground_index;
341 void render_capture_stop(void)
343 /* no new list (due to STOP_AT_WAIT_INPUT), use old list, if any */
344 if (!render_list_new) {
345 render_list_new = render_list_old;
346 render_list_end = &render_list_new;
347 render_list_old = NULL;
352 static void gamecolor2gl_index(double *red, double *green, double *blue, uint16_t index)
357 /* use given index from current palette, so we take the palette from M3:DS_0+0x1FA8 */
359 palette = mercenary_palette_render();
360 color = m68k_read_memory_16(palette + index);
362 printf("using color index (%d) from current palette, color is now 0x%04x\n", index, color);
364 if (color >= 0x8000) {
366 fprintf(stderr, "Use of color index from current palette, but index is not defined as being set!\n");
369 *red = (double)((color >> 8) & 0xf) / 15.0;
370 *green = (double)((color >> 4) & 0xf) / 15.0;
371 *blue = (double)(color & 0xf) / 15.0;
374 static void gamecolor2gl(double *red, double *green, double *blue, uint16_t color)
381 printf("color is given as 0x%04x\n", color);
384 /* color conversion: see for example M3: 0x4f830 */
385 if (color < 0x8000) {
386 /* use given color but shift it left by 1 */
389 printf("using given color, color is now 0x%04x\n", color);
391 } else if ((color & 0xff) < 0x80) {
392 gamecolor2gl_index(red, green, blue, color & 0xf);
395 /* use given index from pre-defined palette */
396 index = color & 0x7e;
397 palette = mercenary_palette_predefined();
398 color = m68k_read_memory_16(palette + index);
400 printf("offset (%d) from pre-defined palette (at 0x%x) given, color is now 0x%04x\n", index, palette, color);
402 /* now use that color info parse again (hopefully it does not contain a "pre-defined palette" again and again! */
403 if (nesting++ == 8) {
404 print_info("Color lookup from pre-defined palette is nesting too much, please fix!\n");
409 *red = (double)((color >> 8) & 0xf) / 15.0;
410 *green = (double)((color >> 4) & 0xf) / 15.0;
411 *blue = (double)(color & 0xf) / 15.0;
414 static int32_t wrap_int28(int32_t value)
421 static void store_coord(const char __attribute__((unused)) *what, uint32_t vertex, int32_t x, int32_t y, int32_t z)
424 print_info("Vertex %d is not a multiple of four!\n", vertex);
427 /* create new vertices item, if there was no vertex before, or if the vertex has different offet */
428 if (vertex < 0x100) {
429 if (!render_item || render_item->type != RENDER_ITEM_VERTICES_0) {
430 render_item_add(RENDER_ITEM_VERTICES_0);
431 /* copy vertices that have been captured already */
432 if (render_item_vertices_0)
433 memcpy(&render_item->u.vertices, &render_item_vertices_0->u.vertices, sizeof(render_item->u.vertices));
434 render_item_vertices_0 = render_item;
437 if (vertex < 0x200) {
438 if (!render_item || render_item->type != RENDER_ITEM_VERTICES_1) {
439 render_item_add(RENDER_ITEM_VERTICES_1);
440 /* copy vertices that have been captured already */
441 if (render_item_vertices_1)
442 memcpy(&render_item->u.vertices, &render_item_vertices_1->u.vertices, sizeof(render_item->u.vertices));
443 render_item_vertices_1 = render_item;
447 if (vertex < 0x300) {
448 if (!render_item || render_item->type != RENDER_ITEM_VERTICES_2) {
449 render_item_add(RENDER_ITEM_VERTICES_2);
450 /* copy vertices that have been captured already */
451 if (render_item_vertices_2)
452 memcpy(&render_item->u.vertices, &render_item_vertices_2->u.vertices, sizeof(render_item->u.vertices));
453 render_item_vertices_2 = render_item;
457 print_info("Vertex %d exceeds maximum vertex number, please fix!\n", vertex);
462 printf("storing %s coordinates: vertex=%d, x=%d, y=%d, z=%d\n", what, vertex, x, y, z);
464 /* use absolute position */
465 x += motion_new.position_east;
466 y += motion_new.position_height;
467 z += motion_new.position_north;
468 render_item->u.vertices.x[vertex] = x;
469 render_item->u.vertices.y[vertex] = y;
470 render_item->u.vertices.z[vertex] = z;
473 static void store_planets_coord(const char __attribute__((unused)) *what, uint32_t vertex, int32_t x, int32_t y, int32_t z)
476 print_info("Vertex %d is not a multiple of four!\n", vertex);
479 /* create new vertices item, if there was no vertex before, or if the vertex has different offet */
480 if (vertex >= MAX_VERTEX) {
481 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_INTERIOR_VERTEX);
484 if (!render_item || render_item->type != RENDER_ITEM_VERTICES_0) {
485 render_item_add(RENDER_ITEM_VERTICES_0);
486 /* copy vertices that have been captured already */
487 if (render_item_vertices_0)
488 memcpy(&render_item->u.vertices, &render_item_vertices_0->u.vertices, sizeof(render_item->u.vertices));
489 render_item_vertices_0 = render_item;
493 printf("storing %s coordinates: vertex=%d, x=%d, y=%d, z=%d\n", what, vertex, x, y, z);
495 render_item->u.vertices.x[vertex] = x;
496 render_item->u.vertices.y[vertex] = y;
497 render_item->u.vertices.z[vertex] = z;
500 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)
503 print_info("Vertex is not a multiple of four!\n");
506 if (vertex >= MAX_INTERIOR_VERTEX) {
507 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_INTERIOR_VERTEX);
510 if (!render_item || render_item->type != RENDER_ITEM_VERTICES_INTERIOR)
511 render_item_add(RENDER_ITEM_VERTICES_INTERIOR);
514 printf("storing %s coordinates: vertex=%d, x=%d, y=%d;%d;%d;%d, z=%d\n", what, vertex, x, y1, y2, y3, y4, z);
516 /* use absolute position */
517 x += motion_new.position_east;
518 y1 += motion_new.position_height;
519 y2 += motion_new.position_height;
520 y3 += motion_new.position_height;
521 y4 += motion_new.position_height;
522 z += motion_new.position_north;
523 render_item->u.vertices_interior.x[vertex] = (double)x;
524 render_item->u.vertices_interior.y[0] = (double)y1;
525 render_item->u.vertices_interior.y[1] = (double)y2;
526 render_item->u.vertices_interior.y[2] = (double)y3;
527 render_item->u.vertices_interior.y[3] = (double)y4;
528 render_item->u.vertices_interior.z[vertex] = (double)z;
529 render_item->u.vertices_interior.set[vertex] = 1;
532 static void rotate_coordinate(double roll, double pitch, double yaw, double *x, double *y, double *z)
534 double out_x, out_y, out_z;
536 /* rotate yaw (German: Gier, turn view to the right) */
538 out_z = (*z) * cos(yaw) - (*x) * sin(yaw);
539 out_x = (*z) * sin(yaw) + (*x) * cos(yaw);
543 /* rotate pitch (German: Nick, turn head down) */
545 out_y = (*y) * cos(pitch) - (*z) * sin(pitch);
546 out_z = (*y) * sin(pitch) + (*z) * cos(pitch);
550 /* rotate roll (tilt head to the right) */
552 out_x = (*x) * cos(roll) - (*y) * sin(roll);
553 out_y = (*x) * sin(roll) + (*y) * cos(roll);
559 /* clear screen color (sky / universe) */
560 static void clear_screen(int index)
563 printf("clear screen:\n");
566 /* allocate render item */
567 render_item_add(RENDER_ITEM_SKY);
570 gamecolor2gl_index(&render_item->u.ground.red, &render_item->u.ground.green, &render_item->u.ground.blue, 8);
572 /* store for later use after planets have been rendered */
573 ground_index = index;
577 static void draw_ground(void)
579 /* no ground in space :) */
580 if (ground_index < 0)
584 printf("add ground plane:\n");
587 /* allocate render item */
588 render_item_add(RENDER_ITEM_GROUND);
591 gamecolor2gl_index(&render_item->u.ground.red, &render_item->u.ground.green, &render_item->u.ground.blue, ground_index);
595 static void info_object(int moving)
598 printf("add object's info:\n");
601 /* allocate render item */
602 render_item_add(RENDER_ITEM_OBJECT_INFO);
605 render_item->u.info.moving = moving;
607 mercenary_get_object_info(&render_item->u.info.id, &render_item->u.info.east, &render_item->u.info.height, &render_item->u.info.north);
610 /* coordinates ready for an object */
611 static void coord_object(void)
615 x = (int16_t)REG_D[3];
616 x += (int32_t)REG_A[1];
617 y = (int16_t)REG_D[4];
618 y += (int32_t)REG_A[2];
619 z = (int16_t)REG_D[5];
620 z += (int32_t)REG_A[3];
621 store_coord("object", REG_A[0], x, y, z);
624 /* polygon of object */
625 static void poly_object(int mercenary)
627 uint32_t vertex_address = REG_A[0];
632 printf("add object's polygon:\n");
635 /* allocate render item */
636 render_item_add(RENDER_ITEM_OBJECT_POLYGON);
640 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, REG_D[0]);
643 color = m68k_read_memory_8(vertex_address++) << 8;
644 color |= m68k_read_memory_8(vertex_address++);
645 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
648 /* the vertex list is zero-terminated */
649 for (i = 0; i < MAX_POLYGON; i++) {
650 vertex = m68k_read_memory_8(vertex_address++);
651 if (vertex == 0 && i)
653 render_item->u.polygon.vertex[i] = vertex;
655 render_item->u.polygon.vertices = i;
659 static void line_object(void)
661 uint32_t vertex_address = REG_A[0];
665 printf("add object's line:\n");
668 /* allocate render item */
669 render_item_add(RENDER_ITEM_OBJECT_LINE);
672 gamecolor2gl(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, REG_D[0]);
675 vertex = m68k_read_memory_8(vertex_address++);
676 render_item->u.line.vertex[0] = vertex;
677 vertex = m68k_read_memory_8(vertex_address++);
678 render_item->u.line.vertex[1] = vertex;
681 /* coordinates ready for a beacon */
682 static void coord_beacon(void)
686 /* only 28 bits seem to be a correct signed int value */
687 x = (int32_t)(REG_D[3] << 4) / 16;
688 y = (int32_t)(REG_D[4] << 4) / 16;
689 z = (int32_t)(REG_D[5] << 4) / 16;
690 store_coord("beacon", 0, x, y, z);
693 /* point of beacon */
694 static void point_beacon(void)
697 printf("add beacon's point:\n");
700 /* allocate render item */
701 render_item_add(RENDER_ITEM_BEACON_POINT);
704 gamecolor2gl(&render_item->u.point.red, &render_item->u.point.green, &render_item->u.point.blue, REG_D[2]);
707 render_item->u.point.vertex = 0;
710 /* coordinates ready for a building (exterior) */
711 static void coord_building_exterior(void)
715 x = (int32_t)REG_D[3];
716 y = (int32_t)REG_D[4];
717 z = (int32_t)REG_D[5];
718 store_coord("building exterior", REG_A[0], x, y, z);
721 /* polygon of building (exterior) */
722 static void poly_building_exterior(void)
725 uint32_t vertex_address = REG_A[0];
730 printf("add building's polygon:\n");
733 /* allocate render item */
734 render_item_add(RENDER_ITEM_BUILDING_EXTERIOR_POLYGON);
737 color = m68k_read_memory_8(vertex_address++) << 8;
738 color |= m68k_read_memory_8(vertex_address++);
739 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
741 /* the vertex list is zero-terminated */
742 for (i = 0; i < MAX_POLYGON; i++) {
743 vertex = m68k_read_memory_8(vertex_address++);
744 if (vertex == 0 && i)
746 render_item->u.polygon.vertex[i] = vertex | 0x100;
748 render_item->u.polygon.vertices = i;
751 /* line of building (exterior) */
752 static void line_building_exterior(void)
754 uint32_t vertex_address = REG_A[0];
758 printf("add building's line:\n");
761 /* allocate render item */
762 render_item_add(RENDER_ITEM_BUILDING_EXTERIOR_LINE);
765 gamecolor2gl(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, REG_D[0]);
768 vertex = m68k_read_memory_8(vertex_address++);
769 render_item->u.line.vertex[0] = vertex | 0x100;
770 vertex = m68k_read_memory_8(vertex_address++);
771 render_item->u.line.vertex[1] = vertex | 0x100;
774 /* coordinates ready for a building (interior) */
775 static void coord_building_interior(void)
778 int32_t height1, height2, height3, height4;
780 mercenary_coord_building_interior(&east, &height1, &height2, &height3, &height4, &north);
781 store_interior_coord("interior", REG_A[0], east, height1, height2, height3, height4, north);
784 /* polygon of building (interior) */
785 static void poly_building_interior1to4(int level)
792 printf("add roof/floor's polygon at level %d:\n", level);
795 /* allocate render item */
796 render_item_add(RENDER_ITEM_BUILDING_INTERIOR_1TO4);
799 color = m68k_read_memory_8(REG_A[0]) << 8;
800 color |= m68k_read_memory_8(REG_A[0] + 1);
801 gamecolor2gl(&render_item->u.interior14.red, &render_item->u.interior14.green, &render_item->u.interior14.blue, color);
803 /* four vertices, one level */
804 for (i = 0; i < 4; i++) {
805 vertex = REG_A[(2 + i)];
806 render_item->u.interior14.vertex[i] = vertex;
808 render_item->u.interior14.level = level;
811 /* polygon of building (interior) */
812 static void poly_building_interior5to6(int level12, int level34)
817 printf("add polygon above/below window/door at level %d/%d:\n", level12, level34);
820 /* allocate render item */
821 render_item_add(RENDER_ITEM_BUILDING_INTERIOR_5TO6);
824 color = m68k_read_memory_8(REG_A[0]) << 8;
825 color |= m68k_read_memory_8(REG_A[0] + 1);
826 gamecolor2gl(&render_item->u.interior56.red, &render_item->u.interior56.green, &render_item->u.interior56.blue, color);
828 /* two vertices, two levels */
829 render_item->u.interior56.vertex14 = REG_A[2];
830 render_item->u.interior56.vertex23 = REG_A[3];
831 render_item->u.interior56.level12 = level12;
832 render_item->u.interior56.level34 = level34;
835 /* wall part of a building */
836 static void wall_building(void)
839 printf("add wall:\n");
842 /* allocate render item */
843 render_item_add(RENDER_ITEM_BUILDING_INTERIOR_WALL);
846 gamecolor2gl(&render_item->u.interior56.red, &render_item->u.interior56.green, &render_item->u.interior56.blue, REG_D[3]);
848 /* two vertices, two levels */
849 render_item->u.interior56.vertex14 = REG_A[1];
850 render_item->u.interior56.vertex23 = REG_A[2];
851 /* get top level according to bit 12 in D3 */
852 render_item->u.interior56.level12 = (REG_D[3] & (1 << 12)) ? 3 : 2;
853 render_item->u.interior56.level34 = 1;
856 /* coordinates ready for comet tail */
857 static void coord_comet(void)
861 x = (int32_t)REG_D[3];
862 y = (int32_t)REG_D[4];
863 z = (int32_t)REG_D[5];
864 store_planets_coord("comet tail", REG_A[0], x, y, z);
867 /* polygon of comet tail */
868 static void poly_comet(void)
871 uint32_t vertex_address = REG_A[0];
876 printf("add comet's polygon:\n");
879 /* allocate render item */
880 render_item_add(RENDER_ITEM_COMET_POLYGON);
883 color = m68k_read_memory_8(vertex_address++) << 8;
884 color |= m68k_read_memory_8(vertex_address++);
885 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
887 /* the vertex list is zero-terminated */
888 for (i = 0; i < MAX_POLYGON; i++) {
889 vertex = m68k_read_memory_8(vertex_address++);
890 if (vertex == 0 && i)
892 render_item->u.polygon.vertex[i] = vertex;
894 render_item->u.polygon.vertices = i;
897 /* coordinates ready for lines of a road / ground surface */
898 static void coord_line_road(void)
903 y = -motion_new.position_height;
905 store_coord("road", REG_A[0], x, y, z);
909 static void line_road(void)
914 printf("add road's line:\n");
917 /* allocate render item */
918 render_item_add(RENDER_ITEM_ROAD_LINE);
921 gamecolor2gl_index(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, mercenary_street_color_index());
925 render_item->u.line.vertex[0] = vertex;
927 render_item->u.line.vertex[1] = vertex;
930 /* coordinates ready for polygons of a road / ground surface */
931 static void coord_poly_road(void)
935 x = m68k_read_memory_32(320 + REG_A[0]);
937 /* the A2 is already converted to game's coordinate, so we use the memory location DS_0+0x1DBA (m3) instead */
938 y = -motion_new.position_height;
939 z = m68k_read_memory_32(576 + REG_A[0]);
941 store_coord("road/place", REG_A[0], x, y, z);
944 /* polygon of road */
945 static void poly_road()
948 uint32_t vertex_address = REG_A[0];
953 printf("add road/place's polygon:\n");
956 /* allocate render item */
957 render_item_add(RENDER_ITEM_ROAD_POLYGON);
960 color = m68k_read_memory_8(vertex_address++) << 8;
961 color |= m68k_read_memory_8(vertex_address++);
962 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
964 /* the vertex list is zero-terminated */
965 for (i = 0; i < MAX_POLYGON; i++) {
966 vertex = m68k_read_memory_8(vertex_address++);
967 if (vertex == 0 && i)
969 render_item->u.polygon.vertex[i] = vertex;
971 render_item->u.polygon.vertices = i;
974 /* coordinates ready for tags */
975 static void coord_tags(void)
979 x = (int16_t)REG_D[3];
980 x += (int32_t)REG_A[1];
981 y = (int16_t)REG_D[4];
982 y += (int32_t)REG_A[2];
983 z = (int16_t)REG_D[5];
984 z += (int32_t)REG_A[3];
985 store_coord("tags", REG_A[0], x, y, z);
988 /* coordinates ready for large tags */
989 static void coord_tags2(void)
993 x = (int16_t)REG_D[3];
994 x += 2 * (int32_t)REG_A[1];
995 y = (int16_t)REG_D[4];
996 y += 2 * (int32_t)REG_A[2];
997 z = (int16_t)REG_D[5];
998 z += 2 * (int32_t)REG_A[3];
999 store_coord("large tags", REG_A[0], x, y, z);
1003 static void line_tags(int last_color)
1005 uint32_t vertex_address = REG_A[0];
1009 printf("add tag's line:\n");
1012 /* allocate render item */
1013 render_item_add((tag_is_object) ? RENDER_ITEM_TAG_LINE_OBJECT : RENDER_ITEM_TAG_LINE_OTHER);
1017 gamecolor2gl(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, REG_D[0]);
1019 gamecolor2gl_index(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, mercenary_line_tags_index());
1022 vertex = m68k_read_memory_8(vertex_address++);
1023 render_item->u.line.vertex[0] = vertex | 0x200;
1024 vertex = m68k_read_memory_8(vertex_address++);
1025 render_item->u.line.vertex[1] = vertex | 0x200;
1028 /* polygon of tags */
1029 static void poly_tags(int last_color)
1031 uint32_t vertex_address = REG_A[0];
1036 printf("add tag's polygon:\n");
1039 /* allocate render item */
1040 render_item_add((tag_is_object) ? RENDER_ITEM_TAG_POLYGON_OBJECT : RENDER_ITEM_TAG_POLYGON_OTHER);
1044 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, REG_D[0]);
1046 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, mercenary_poly_tags_color());
1047 /* the vertex list is zero-terminated */
1048 for (i = 0; i < MAX_POLYGON; i++) {
1049 vertex = m68k_read_memory_8(vertex_address++);
1050 if (vertex == 0 && i)
1052 render_item->u.polygon.vertex[i] = vertex | 0x200;
1054 render_item->u.polygon.vertices = i;
1057 /* coordinates ready for planet */
1058 static void coord_planet(void)
1062 x = (int32_t)REG_D[3];
1063 y = (int32_t)REG_D[4];
1064 z = (int32_t)REG_D[5];
1065 store_planets_coord("planet", REG_A[0], x, y, z);
1069 static void draw_planet(int comet)
1072 uint32_t scale_index;
1073 double scale1, scale2;
1077 /* fixing (not noticable) bug in game: don't render comet twice */
1078 if (!comet && vertex == 116)
1082 printf("add planet/comet/sun: vertex=%d color=%08x\n", vertex, color);
1085 /* allocate render item */
1086 render_item_add(RENDER_ITEM_PLANET);
1090 /* make comet black on front side and bright on back */
1091 gamecolor2gl(&render_item->u.planet.front_red, &render_item->u.planet.front_green, &render_item->u.planet.front_blue, 0x000);
1092 gamecolor2gl(&render_item->u.planet.back_red, &render_item->u.planet.back_green, &render_item->u.planet.back_blue, 0x777);
1095 gamecolor2gl(&render_item->u.planet.front_red, &render_item->u.planet.front_green, &render_item->u.planet.front_blue, REG_D[0]);
1096 /* use background color for dark side */
1097 gamecolor2gl(&render_item->u.planet.back_red, &render_item->u.planet.back_green, &render_item->u.planet.back_blue, mercenary_background_index() | 0x8000);
1101 render_item->u.planet.vertex = vertex;
1103 /* I REVERSED THE F*CKING PLANET SIZE, took me half a day!
1104 * the long word 21584(A0) contains two scales
1105 * the lower word contains the scale between 4096 .. 8191, this is 1.0 .. 2.0
1106 * the upper word defines how much this scale is shifted to the left.
1108 scale_index = mercenary_planet_scale_index();
1109 scale1 = (double)(m68k_read_memory_16(scale_index + 2 + vertex) & 0x1fff) / 8192.0;
1110 scale2 = (double)(1 << (uint16_t)m68k_read_memory_16(scale_index + vertex));
1111 render_item->u.planet.size = scale1 * scale2 / 128.0;
1115 static void draw_stars(int16_t v_offset, int tilt, int above_zenith)
1118 printf("add stars\n");
1121 /* allocate render item */
1122 render_item_add(RENDER_ITEM_STARS);
1124 /* vertical offset */
1125 render_item->u.stars.v_offset = v_offset;
1127 /* if we fly over the planet, we have tilt, so we get the calculated tilt value from game */
1128 render_item->u.stars.tilt = tilt;
1130 render_item->u.stars.tilt_value = (int32_t)REG_A[4];
1132 /* stars above zenith */
1133 render_item->u.stars.above_zenith = above_zenith;
1136 /* stars of interstellar flight */
1137 static void draw_stars_interstellar(void)
1143 printf("add interstellar stars\n");
1146 /* allocate render item */
1147 render_item_add(RENDER_ITEM_INTERSTELLAR_STARS);
1150 count = REG_D[5] + 1;
1151 if (count > MAX_INTERSTARS) {
1152 print_info("Expecting maximum of %d stars here, plese fix!\n", MAX_INTERSTARS);
1155 for (i = 0; i < count; i++) {
1158 render_item->u.interstars.color[i] = (m68k_read_memory_16(table) >> 5) & 0xf;
1160 render_item->u.interstars.x[i] = m68k_read_memory_16(table);
1162 render_item->u.interstars.y[i] = m68k_read_memory_16(table);
1165 render_item->u.interstars.count = count;
1168 /* sun of interstellar flight (center dot) */
1169 static void draw_sun_interstellar(void)
1172 printf("add interstellar sun\n");
1175 /* allocate render item */
1176 render_item_add(RENDER_ITEM_INTERSTELLAR_SUN);
1179 /* coordinates ready for polygons of islands */
1180 static void coord_islands(void)
1184 x = ((int16_t)m68k_read_memory_16(REG_A[4] - 2) * 65536);
1185 x += (int32_t)REG_A[1];
1186 /* the A2 is already converted to game's coordinate, so we use the memory location DS_0+0x1DBA instead */
1187 y = -motion_new.position_height;
1188 z = ((int16_t)m68k_read_memory_16(REG_A[4]) * 65536);
1189 z += (int32_t)REG_A[3];
1190 store_coord("island", REG_A[0], x, y, z);
1193 /* polygon of island */
1194 static void poly_island()
1197 uint32_t vertex_address = REG_A[0];
1202 printf("add island:\n");
1205 /* allocate render item */
1206 render_item_add(RENDER_ITEM_ISLAND_POLYGON);
1209 color = m68k_read_memory_8(vertex_address++) << 8;
1210 color |= m68k_read_memory_8(vertex_address++);
1211 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
1213 /* the vertex list is zero-terminated */
1215 while (i < MAX_POLYGON) {
1216 vertex = m68k_read_memory_8(vertex_address++);
1217 if (vertex == 0 && i)
1219 /* skip mysterious points when rendering island */
1222 render_item->u.polygon.vertex[i] = vertex;
1225 render_item->u.polygon.vertices = i;
1229 static void draw_sights(void)
1232 printf("add sights:\n");
1235 /* allocate render item */
1236 render_item_add(RENDER_ITEM_SIGHTS);
1239 static void draw_explosion(void)
1244 printf("add explosion:\n");
1247 /* allocate render item */
1248 if (!render_item || render_item->type != RENDER_ITEM_EXPLOSION) {
1249 render_item_add(RENDER_ITEM_EXPLOSION);
1250 /* get color from render palette */
1251 color = (m68k_read_memory_16(mercenary_palette_view() + 13*2) & 0xfff) >> 1;
1252 gamecolor2gl(&render_item->u.explosion.red, &render_item->u.explosion.green, &render_item->u.explosion.blue, color);
1253 render_item->u.explosion.count = 0;
1255 if (render_item->u.explosion.count == MAX_EXPLOSION)
1257 render_item->u.explosion.x[render_item->u.explosion.count] = REG_D[3];
1258 render_item->u.explosion.y[render_item->u.explosion.count] = REG_D[4];
1259 render_item->u.explosion.z[render_item->u.explosion.count] = REG_D[5];
1260 render_item->u.explosion.count++;
1263 /* stop event from CPU received */
1264 void render_capture_event(int event)
1267 case STOP_AT_CLEAR_SCREEN1:
1268 clear_screen(16); /* color 16 is raster split */
1269 /* in case of screen clearing on the ground, there is no roll */
1270 motion_new.orientation_roll = 0;
1272 case STOP_AT_CLEAR_SCREEN2:
1275 case STOP_AT_CLEAR_SCREEN3:
1276 clear_screen(-1); /* no ground (in universe) */
1278 case STOP_AT_DRAW_GROUND:
1281 case STOP_AT_INFO_OBJECT_MOVING:
1284 case STOP_AT_INFO_OBJECT_FIX:
1287 case STOP_AT_TAG_IS_OBJECT_1:
1290 case STOP_AT_TAG_IS_OBJECT_0:
1293 case STOP_AT_COORD_OBJECT:
1296 case STOP_AT_POLY_OBJECT_M3:
1299 case STOP_AT_POLY_OBJECT_M2:
1302 case STOP_AT_LINE_OBJECT:
1305 case STOP_AT_COORD_BEACON:
1308 case STOP_AT_POINT_BEACON:
1311 case STOP_AT_COORD_BUILDING_EXTERIOR:
1312 coord_building_exterior();
1314 case STOP_AT_POLY_BUILDING_EXTERIOR:
1315 poly_building_exterior();
1317 case STOP_AT_LINE_BUILDING_EXTERIOR:
1318 line_building_exterior();
1320 case STOP_AT_COORD_BUILDING_INTERIOR:
1321 coord_building_interior();
1323 case STOP_AT_POLY_BUILDING_INTERIOR1:
1325 interior_level12 = 1;
1326 interior_level34 = 1;
1328 case STOP_AT_POLY_BUILDING_INTERIOR2:
1330 interior_level12 = 2;
1331 interior_level34 = 2;
1333 case STOP_AT_POLY_BUILDING_INTERIOR3:
1334 /* door/window top */
1335 interior_level12 = 3;
1336 interior_level34 = 3;
1338 case STOP_AT_POLY_BUILDING_INTERIOR4:
1340 interior_level12 = 4;
1341 interior_level34 = 4;
1343 case STOP_AT_POLY_BUILDING_INTERIOR5:
1344 /* door/window top */
1345 interior_level12 = 2;
1346 interior_level34 = 3;
1348 case STOP_AT_POLY_BUILDING_INTERIOR6:
1350 interior_level12 = 1;
1351 interior_level34 = 4;
1353 case STOP_AT_POLY_BUILDING_INTERIOR1to4:
1354 /* before we come here, we must already passed the break points above, so we know the level to be rendered */
1355 if (interior_level12 == 0) {
1356 print_info("Interior level is not set, please fix!\n");
1359 poly_building_interior1to4(interior_level12);
1360 interior_level12 = 0;
1362 case STOP_AT_POLY_BUILDING_INTERIOR5to6:
1363 /* before we come here, we must already passed the break points above, so we know the level to be rendered */
1364 if (interior_level12 == 0) {
1365 print_info("Interior level is not set, please fix!\n");
1368 poly_building_interior5to6(interior_level12, interior_level34);
1369 interior_level12 = 0;
1371 case STOP_AT_WALL_BUILDING:
1374 case STOP_AT_COORD_COMET:
1377 case STOP_AT_MATRIX_COMET:
1378 case STOP_AT_MATRIX_PLANET:
1379 /* track the rotation matrix
1380 * if we have 0x42c44 matrix, we must add extra rotation to planet.
1381 * the rotation will change the view from the planet's surface */
1382 if (REG_A[4] == 0x42c44) /* same with M2 and M3 */
1383 motion_new.planet_rotation = 1;
1385 motion_new.planet_rotation = 0;
1387 case STOP_AT_POLY_COMET:
1390 case STOP_AT_COORD_LINE_ROADS:
1393 case STOP_AT_LINE_ROADS:
1396 case STOP_AT_COORD_POLY_ROADS:
1399 case STOP_AT_LINE_ROADS_CENTER:
1400 /* we don't need to render center lines of roads, because there are polygons already
1401 * it does not make sense, since OpenGL has much higher resolution.
1404 case STOP_AT_POLY_ROADS:
1407 case STOP_AT_COORD_TAGS:
1410 case STOP_AT_COORD_TAGS2:
1413 case STOP_AT_LINE_TAGS1:
1416 case STOP_AT_LINE_TAGS2:
1419 case STOP_AT_POLY_TAGS1:
1422 case STOP_AT_POLY_TAGS2:
1425 case STOP_AT_COORD_PLANET:
1428 case STOP_AT_DRAW_PLANET:
1431 case STOP_AT_DRAW_COMET:
1434 case STOP_AT_DRAW_STARS_SPACE:
1435 /* render stars with vertical offset 0x1c0, no tilt, not above zenith */
1436 draw_stars(0x1c0, 0, 0);
1438 case STOP_AT_DRAW_STARS_GROUND:
1439 /* render stars with vertical offset 0x128, no tilt, not above zenith */
1440 draw_stars(0x128, 0, 0); /* yet it's hex 128! */
1442 case STOP_AT_DRAW_STARS_FLYING:
1443 /* render stars with vertical offset 0x128, with tilt, not above zenith */
1444 draw_stars(0x128, 1, 0); /* yet it's hex 128! */
1446 case STOP_AT_DRAW_STARS_FLYING2:
1447 /* render stars with vertical offset 0x128, with tilt, and above zenith */
1448 draw_stars(0x128, 1, 1); /* yet it's hex 128! */
1450 case STOP_AT_DRAW_STARS_INTERSTELLAR:
1451 draw_stars_interstellar();
1453 case STOP_AT_DRAW_SUN_INTERSTELLAR:
1454 draw_sun_interstellar();
1456 case STOP_AT_COORD_ISLANDS:
1459 case STOP_AT_POLY_ISLANDS:
1462 case STOP_AT_LINE_ISLANDS:
1463 /* this is not used, as i had noticed so far */
1464 puts("line island");
1466 case STOP_AT_DRAW_SIGHTS:
1469 case STOP_AT_POLY_UKN2:
1472 case STOP_AT_EXPLOSION:
1475 case STOP_AT_PATCH_RENDER:
1476 mercenary_patch_render();
1485 static int use_coord(const char __attribute__((unused)) *what, uint32_t vertex, double *x, double *y, double *z, int fix)
1487 render_item_t *ri = NULL;
1490 print_info("Vertex %d is not a multiple of four!\n", vertex);
1493 if (vertex < 0x100) {
1494 if (!render_item_vertices_0) {
1495 print_info("Vertices item for vertex %d not yet set!\n", vertex);
1498 ri = render_item_vertices_0;
1500 if (vertex < 0x200) {
1501 if (!render_item_vertices_1) {
1502 print_info("Vertices item for vertex %d not yet set!\n", vertex);
1505 ri = render_item_vertices_1;
1508 if (vertex < 0x300) {
1509 if (!render_item_vertices_2) {
1510 print_info("Vertices item for vertex %d not yet set!\n", vertex);
1513 ri = render_item_vertices_2;
1516 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
1520 /* translate to original position */
1521 *x = ri->u.vertices.x[vertex] - motion_new.position_east;
1522 *y = ri->u.vertices.y[vertex] - motion_new.position_height;
1523 *z = ri->u.vertices.z[vertex] - motion_new.position_north;
1525 /* translate to floating (interpolated) position offset */
1526 *x -= interpolation.offset_east;
1527 *y -= interpolation.offset_height;
1528 *z -= interpolation.offset_north;
1531 printf("using %s coordinates: vertex=%d, x=%.0f, y=%.0f, z=%.0f\n", what, vertex, *x, *y, *z);
1537 static int use_planet_coord(const char __attribute__((unused)) *what, uint32_t vertex, double *x, double *y, double *z)
1539 render_item_t *ri = NULL;
1542 print_info("Vertex %d is not a multiple of four!\n", vertex);
1545 if (vertex >= MAX_VERTEX) {
1546 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
1549 if (interpolation.planets)
1550 ri = interpolation.planets;
1552 ri = render_item_vertices_0;
1554 print_info("Vertices item for planets verticies not yet set!\n");
1558 *x = ri->u.vertices.x[vertex];
1559 *y = ri->u.vertices.y[vertex];
1560 *z = ri->u.vertices.z[vertex];
1562 printf("using %s coordinates: vertex=%d, x=%.0f, y=%.0f, z=%.0f\n", what, vertex, *x, *y, *z);
1568 static int use_interior_coord(const char __attribute__((unused)) *what, uint32_t vertex, int level, double *x, double *y, double *z)
1571 print_info("Vertex is not a multiple of four!\n");
1574 if (vertex >= MAX_INTERIOR_VERTEX) {
1575 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
1578 if (level < 1 || level > 4) {
1579 print_info("Level %d is out of range (1..4)!\n", level);
1582 if (!render_item_vertices_interior) {
1583 print_info("Vertices item for interior verticies not yet set!\n");
1587 *x = render_item_vertices_interior->u.vertices_interior.x[vertex];
1588 *y = render_item_vertices_interior->u.vertices_interior.y[level - 1];
1589 *z = render_item_vertices_interior->u.vertices_interior.z[vertex];
1590 /* translate to position back to original */
1591 *x -= motion_new.position_east;
1592 *y -= motion_new.position_height;
1593 *z -= motion_new.position_north;
1594 /* translate to floating (interpolated) position offset */
1595 *x -= interpolation.offset_east;
1596 *y -= interpolation.offset_height;
1597 *z -= interpolation.offset_north;
1600 printf("using %s coordinates: vertex=%d, x=%.0f, y=%.0f, z=%.0f\n", what, vertex, *x, *y, *z);
1606 /* renders one item from render list */
1607 void render_one_item(render_item_t *render_item, int vr)
1609 switch (render_item->type) {
1610 case RENDER_ITEM_OBJECT_INFO:
1613 printf("RENDER_ITEM_OBJECT_INFO object-id=%d\n", render_item->u.info.id);
1615 render_item_object_info = render_item;
1618 case RENDER_ITEM_VERTICES_0:
1621 printf("RENDER_ITEM_VERTICES_0\n");
1623 render_item_vertices_0 = render_item;
1626 case RENDER_ITEM_VERTICES_1:
1629 printf("RENDER_ITEM_VERTICES_1\n");
1631 render_item_vertices_1 = render_item;
1634 case RENDER_ITEM_VERTICES_2:
1637 printf("RENDER_ITEM_VERTICES_2\n");
1639 render_item_vertices_2 = render_item;
1642 case RENDER_ITEM_VERTICES_INTERIOR:
1645 printf("RENDER_ITEM_VERTICES_INTERIOR\n");
1647 if (interpolation.interior)
1648 render_item_vertices_interior = interpolation.interior;
1650 render_item_vertices_interior = render_item;
1653 case RENDER_ITEM_SKY:
1655 double x[4], y[4], z[4];
1658 printf("RENDER_ITEM_SKY\n");
1661 opengl_render_color(render_item->u.sky.red, render_item->u.sky.green, render_item->u.sky.blue, 1.0);
1662 /* create plane to fill view */
1663 x[0] = x[1] = y[1] = y[2] = -1000000;
1664 x[2] = x[3] = y[0] = y[3] = 1000000;
1665 z[0] = z[1] = z[2] = z[3] = 10;
1667 opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sky (background) is always visible! */
1670 case RENDER_ITEM_GROUND:
1673 double x[4], y[4], z[4];
1677 printf("RENDER_ITEM_GROUND\n");
1680 opengl_render_color(render_item->u.ground.red, render_item->u.ground.green, render_item->u.ground.blue, 1.0);
1681 yaw = 0.0; /* no need to rotate x-z plane, we don't want look at a corner of the 'ground-square' */
1682 /* create huge square */
1683 x[0] = x[1] = z[1] = z[2] = -1000000;
1684 x[2] = x[3] = z[0] = z[3] = 1000000;
1685 y[0] = y[1] = y[2] = y[3] = -10;
1687 for (i = 0; i < 4; i++)
1688 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1690 opengl_render_polygon(x, y, z, 4, 0); /* no culling, because gound is always visible! */
1693 case RENDER_ITEM_OBJECT_POLYGON:
1694 case RENDER_ITEM_TAG_POLYGON_OBJECT:
1695 case RENDER_ITEM_TAG_POLYGON_OTHER:
1696 case RENDER_ITEM_ISLAND_POLYGON:
1700 double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
1705 if (render_item->type == RENDER_ITEM_OBJECT_POLYGON)
1706 printf("RENDER_ITEM_OBJECT_POLYGON\n");
1707 if (render_item->type == RENDER_ITEM_TAG_POLYGON_OBJECT)
1708 printf("RENDER_ITEM_TAG_POLYGON_OBJECT\n");
1709 if (render_item->type == RENDER_ITEM_TAG_POLYGON_OTHER)
1710 printf("RENDER_ITEM_TAG_POLYGON_OTHER\n");
1711 if (render_item->type == RENDER_ITEM_ISLAND_POLYGON)
1712 printf("RENDER_ITEM_ISLAND_POLYGON\n");
1715 /* special case where we don't want to interpolate motion (taxi/busses/intercity) */
1716 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) {
1717 // GET_ORIENTATION_FIX;
1722 opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
1723 /* get and rotate vertex */
1724 for (i = 0; i < render_item->u.polygon.vertices; i++) {
1726 rc = use_coord("object", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i], fix);
1729 /* interpolate motion, if object is moving */
1730 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) {
1731 for (o = 0; o < interpolation.object_count; o++) {
1732 if (interpolation.object_id[o] == render_item_object_info->u.info.id)
1735 if (o < interpolation.object_count) {
1736 x[i] += interpolation.object_offset_east[o];
1737 y[i] += interpolation.object_offset_height[o];
1738 z[i] += interpolation.object_offset_north[o];
1742 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1745 opengl_render_polygon(x, y, z, render_item->u.polygon.vertices, 1); /* back face culling */
1748 case RENDER_ITEM_OBJECT_LINE:
1749 case RENDER_ITEM_TAG_LINE_OBJECT:
1750 case RENDER_ITEM_TAG_LINE_OTHER:
1754 double x[2], y[2], z[2];
1759 if (render_item->type == RENDER_ITEM_OBJECT_LINE)
1760 printf("RENDER_ITEM_OBJECT_LINE\n");
1761 if (render_item->type == RENDER_ITEM_TAG_LINE_OBJECT)
1762 printf("RENDER_ITEM_TAG_LINE_OBJECT\n");
1763 if (render_item->type == RENDER_ITEM_TAG_LINE_OTHER)
1764 printf("RENDER_ITEM_TAG_LINE_OTHER\n");
1767 /* special case where we don't want to interpolate motion (taxi/busses/intercity) */
1768 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) {
1769 // GET_ORIENTATION_FIX;
1774 opengl_render_color(render_item->u.line.red, render_item->u.line.green, render_item->u.line.blue, debug_opacity);
1775 /* get and rotate vertex */
1776 for (i = 0; i < 2; i++) {
1778 rc = use_coord("object", render_item->u.line.vertex[i], &x[i], &y[i], &z[i], fix);
1781 /* interpolate motion, if object is moving */
1782 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) {
1783 for (o = 0; o < interpolation.object_count; o++) {
1784 if (interpolation.object_id[o] == render_item_object_info->u.info.id)
1787 if (o < interpolation.object_count) {
1788 x[i] += interpolation.object_offset_east[o];
1789 y[i] += interpolation.object_offset_height[o];
1790 z[i] += interpolation.object_offset_north[o];
1794 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1797 opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
1800 case RENDER_ITEM_BEACON_POINT:
1807 printf("RENDER_ITEM_BEACON_POINT\n");
1810 opengl_render_color(render_item->u.point.red, render_item->u.point.green, render_item->u.point.blue, debug_opacity);
1812 rc = use_coord("beacon", render_item->u.point.vertex, &x, &y, &z, 0);
1816 rotate_coordinate(roll, pitch, yaw, &x, &y, &z);
1818 opengl_render_point(x, y, z, 0.0);
1821 case RENDER_ITEM_BUILDING_EXTERIOR_POLYGON:
1824 double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
1829 printf("RENDER_ITEM_BUILDING_EXTERIOR_POLYGON\n");
1832 opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
1833 /* get and rotate vertex */
1834 for (i = 0; i < render_item->u.polygon.vertices; i++) {
1836 rc = use_coord("building exterior", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i], 0);
1840 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1843 opengl_render_polygon(x, y, z, render_item->u.polygon.vertices, 1); /* back face culling */
1846 case RENDER_ITEM_BUILDING_EXTERIOR_LINE:
1849 double x[2], y[2], z[2];
1854 printf("RENDER_ITEM_BUILDING_EXTERIOR_LINE\n");
1857 opengl_render_color(render_item->u.line.red, render_item->u.line.green, render_item->u.line.blue, debug_opacity);
1858 /* get and rotate vertex */
1859 for (i = 0; i < 2; i++) {
1861 rc = use_coord("building exterior", render_item->u.line.vertex[i], &x[i], &y[i], &z[i], 0);
1865 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1868 opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
1871 case RENDER_ITEM_BUILDING_INTERIOR_1TO4:
1874 double x[4], y[4], z[4];
1879 printf("RENDER_ITEM_BUILDING_INTERIOR_1TO4\n");
1882 opengl_render_color(render_item->u.interior14.red, render_item->u.interior14.green, render_item->u.interior14.blue, debug_opacity);
1883 /* get and rotate vertex */
1884 for (i = 0; i < 4; i++) {
1886 rc = use_interior_coord("building exterior", render_item->u.interior14.vertex[i], render_item->u.interior14.level, &x[i], &y[i], &z[i]);
1890 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1893 opengl_render_polygon(x, y, z, 4, 1); /* back face culling */
1896 case RENDER_ITEM_BUILDING_INTERIOR_5TO6:
1899 double x[4], y[4], z[4];
1905 printf("RENDER_ITEM_BUILDING_INTERIOR_5TO6\n");
1908 opengl_render_color(render_item->u.interior56.red, render_item->u.interior56.green, render_item->u.interior56.blue, debug_opacity);
1909 /* get and rotate vertex */
1910 for (i = 0; i < 4; i++) {
1912 vertex = (i == 0 || i == 3) ? render_item->u.interior56.vertex14 : render_item->u.interior56.vertex23;
1913 level = (i == 0 || i == 1) ? render_item->u.interior56.level12 : render_item->u.interior56.level34;
1914 rc = use_interior_coord("building interior", vertex, level, &x[i], &y[i], &z[i]);
1918 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1921 opengl_render_polygon(x, y, z, 4, 1); /* back face culling */
1924 case RENDER_ITEM_BUILDING_INTERIOR_WALL:
1927 double x[4], y[4], z[4];
1933 printf("RENDER_ITEM_BUILDING_INTERIOR_WALL\n");
1936 opengl_render_color(render_item->u.interior56.red, render_item->u.interior56.green, render_item->u.interior56.blue, debug_opacity);
1937 /* chedck if wall is a rectangle or a line */
1938 if (render_item->u.interior56.vertex14 != render_item->u.interior56.vertex23) {
1939 /* get and rotate vertex */
1940 for (i = 0; i < 4; i++) {
1942 vertex = (i == 0 || i == 3) ? render_item->u.interior56.vertex14 : render_item->u.interior56.vertex23;
1943 level = (i == 0 || i == 1) ? render_item->u.interior56.level12 : render_item->u.interior56.level34;
1944 rc = use_interior_coord("building interior", vertex, level, &x[i], &y[i], &z[i]);
1948 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1951 opengl_render_polygon_and_line(x, y, z, 4); /* no culling, because walls are always visible! */
1953 /* get and rotate vertex */
1954 for (i = 0; i < 2; i++) {
1956 vertex = render_item->u.interior56.vertex14;
1957 level = (i == 0) ? render_item->u.interior56.level12 : render_item->u.interior56.level34;
1958 rc = use_interior_coord("building interior", vertex, level, &x[i], &y[i], &z[i]);
1962 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1965 opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
1969 case RENDER_ITEM_COMET_POLYGON:
1972 double inclination = interpolation.planet_inclination, azimuth = interpolation.planet_azimuth;
1973 double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
1978 printf("RENDER_ITEM_COMET_POLYGON\n");
1981 opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
1982 /* get and rotate vertex */
1983 for (i = 0; i < render_item->u.polygon.vertices; i++) {
1985 rc = use_planet_coord("comet tail", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i]);
1989 if (motion_new.planet_rotation)
1990 rotate_coordinate(0.0, inclination, azimuth, &x[i], &y[i], &z[i]);
1991 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1994 opengl_render_polygon_and_line(x, y, z, render_item->u.polygon.vertices); /* no culling, because we render only two (out of four) planes! */
1997 case RENDER_ITEM_ROAD_LINE:
2000 double x[2], y[2], z[2];
2005 printf("RENDER_ITEM_ROAD_LINE\n");
2008 opengl_render_color(render_item->u.line.red, render_item->u.line.green, render_item->u.line.blue, debug_opacity);
2009 /* get and rotate vertex */
2010 for (i = 0; i < 2; i++) {
2012 rc = use_coord("road", render_item->u.line.vertex[i], &x[i], &y[i], &z[i], 0);
2016 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
2019 opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
2022 case RENDER_ITEM_ROAD_POLYGON:
2025 double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
2027 uint32_t vertex, vertex_prev, vertex_next;
2028 double x_current, y_current, z_current;
2029 double x_prev, y_prev, z_prev;
2030 double x_next, y_next, z_next;
2035 printf("RENDER_ITEM_ROAD_POLYGON\n");
2038 opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
2039 /* get and rotate vertex */
2041 vertices_num = render_item->u.polygon.vertices;
2042 for (v = 0; v < vertices_num; v++) {
2044 vertex = render_item->u.polygon.vertex[v];
2045 rc = use_coord("road/place", vertex, &x_current, &y_current, &z_current, 0);
2048 /* check for road extension, so we extend the road to the given end point */
2049 if (extend_roads && vertex >= 0xf0) {
2050 /* previous vertex */
2051 vertex_prev = render_item->u.polygon.vertex[(v + vertices_num - 1) % vertices_num];
2052 rc = use_coord("road/place", vertex_prev, &x_prev, &y_prev, &z_prev, 0);
2056 vertex_next = render_item->u.polygon.vertex[(v + 1) % vertices_num];
2057 rc = use_coord("road/place", vertex_next, &x_next, &y_next, &z_next, 0);
2060 /* extend vertices to end point position
2061 * change x or z coordinate, whatever is greater
2063 if (fabs(x_prev - x_current) > fabs(z_prev - z_current))
2064 x_prev = x_next = x_current;
2066 z_prev = z_next = z_current;
2067 /* store vertices */
2072 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
2073 if (i++ == MAX_POLYGON)
2079 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
2080 if (i++ == MAX_POLYGON)
2084 /* no extension, just keep the current point as is */
2089 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
2090 if (i++ == MAX_POLYGON)
2095 opengl_render_polygon(x, y, z, i, 0); /* no culling, because polygons lay on the gound and are always visible! */
2098 case RENDER_ITEM_PLANET:
2101 double inclination = interpolation.planet_inclination, azimuth = interpolation.planet_azimuth;
2102 double sun_x, sun_y, sun_z, angle_sun_h;
2103 double loc_x, loc_y, loc_z, angle_loc_h, angle_loc_v;
2104 double circle_x[PLANET_VERTICES], circle_y[PLANET_VERTICES], circle_z[PLANET_VERTICES];
2105 double crescent_x[PLANET_VERTICES], crescent_y[PLANET_VERTICES], crescent_z[PLANET_VERTICES];
2106 double x[PLANET_VERTICES], y[PLANET_VERTICES], z[PLANET_VERTICES];
2107 double size, angle, fabs_angle, crescent;
2113 printf("RENDER_ITEM_PLANET\n");
2116 rc = use_planet_coord("planet(sun)", 0, &sun_x, &sun_y, &sun_z);
2119 rc = use_planet_coord("planet", render_item->u.planet.vertex, &loc_x, &loc_y, &loc_z);
2123 size = render_item->u.planet.size;
2125 if (motion_new.planet_rotation) {
2126 rotate_coordinate(0.0, inclination, azimuth, &sun_x, &sun_y, &sun_z);
2127 rotate_coordinate(0.0, inclination, azimuth, &loc_x, &loc_y, &loc_z);
2129 rotate_coordinate(roll, pitch, yaw, &sun_x, &sun_y, &sun_z);
2130 rotate_coordinate(roll, pitch, yaw, &loc_x, &loc_y, &loc_z);
2132 /* calculate direction of the sun */
2133 angle_sun_h = atan2(sun_x, sun_z);
2134 angle_loc_h = atan2(loc_x, loc_z);
2135 angle_loc_v = atan2(loc_y, sqrt(loc_x * loc_x + loc_z * loc_z));
2136 /* angle between planets */
2137 angle = angle_sun_h - angle_loc_h;
2139 angle -= 2.0 * M_PI;
2141 angle += 2.0 * M_PI;
2142 /* absolute angle to be used as crescent */
2143 fabs_angle = fabs(angle);
2144 if (fabs_angle > M_PI / 2.0)
2145 fabs_angle = M_PI - fabs_angle;
2147 /* on which side are we (sun is always bright, vertex == 0) */
2148 if ((angle < M_PI / 2.0 && angle > -M_PI / 2.0) || render_item->u.planet.vertex == 0) {
2149 /* get front side color */
2150 opengl_render_color(render_item->u.planet.front_red, render_item->u.planet.front_green, render_item->u.planet.front_blue, debug_opacity);
2152 /* get back side color */
2153 opengl_render_color(render_item->u.planet.back_red, render_item->u.planet.back_green, render_item->u.planet.back_blue, debug_opacity);
2156 /* create and render cicle */
2157 crescent = sin((1.0 - fabs_angle / (M_PI / 2)) * (M_PI / 2.0));
2159 for (i = 0; i < PLANET_VERTICES; i++) {
2160 _sin = size * sin(2.0 * M_PI * (double)i / PLANET_VERTICES);
2161 _cos = size * cos(2.0 * M_PI * (double)i / PLANET_VERTICES);
2162 circle_x[i] = _sin * PLANET_ELIPSE;
2165 crescent_x[i] = circle_x[i] * crescent;
2166 crescent_y[i] = circle_y[i];
2167 crescent_z[i] = circle_z[i];
2168 /* rotate circle and cresent towards observer (billboarding) */
2169 rotate_coordinate(0.0, -angle_loc_v, 0.0, &circle_x[i], &circle_y[i], &circle_z[i]);
2170 rotate_coordinate(0.0, 0.0, angle_loc_h, &circle_x[i], &circle_y[i], &circle_z[i]);
2171 rotate_coordinate(0.0, -angle_loc_v, 0.0, &crescent_x[i], &crescent_y[i], &crescent_z[i]);
2172 rotate_coordinate(0.0, 0.0, angle_loc_h, &crescent_x[i], &crescent_y[i], &crescent_z[i]);
2175 for (i = 0; i < PLANET_VERTICES; i++) {
2176 _sin = size * sin(2.0 * M_PI * (double)i / PLANET_VERTICES);
2177 _cos = size * cos(2.0 * M_PI * (double)i / PLANET_VERTICES);
2178 circle_x[i] = _sin * PLANET_ELIPSE;
2181 crescent_x[i] = circle_x[i] * crescent;
2182 crescent_y[i] = circle_y[i];
2183 crescent_z[i] = circle_z[i];
2186 for (i = 0; i < PLANET_VERTICES; i++) {
2187 x[i] = loc_x + circle_x[i];
2188 y[i] = loc_y + circle_y[i];
2189 z[i] = loc_z + circle_z[i];
2191 opengl_render_polygon_and_line(x, y, z, PLANET_VERTICES); /* no culling, its a planet! */
2193 if (render_item->u.planet.vertex == 0) {
2194 /* sun has no crescent */
2198 /* on which side are we */
2199 if (angle < M_PI / 2.0 && angle > -M_PI / 2.0) {
2200 /* get back side color */
2201 opengl_render_color(render_item->u.planet.back_red, render_item->u.planet.back_green, render_item->u.planet.back_blue, debug_opacity);
2203 /* get front side color */
2204 opengl_render_color(render_item->u.planet.front_red, render_item->u.planet.front_green, render_item->u.planet.front_blue, debug_opacity);
2207 /* create and render crescent */
2208 if (angle > M_PI / 2.0 || (angle < 0.0 && angle > -M_PI / 2.0)) {
2210 for (i = 0; i < PLANET_VERTICES / 2 + 1; i++) {
2211 x[i] = loc_x + circle_x[i];
2212 y[i] = loc_y + circle_y[i];
2213 z[i] = loc_z + circle_z[i];
2215 _sin = sin((1.0 - angle / (M_PI / 2)) * (M_PI / 2.0));
2216 for (; i < PLANET_VERTICES; i++) {
2217 x[i] = loc_x + crescent_x[i];
2218 y[i] = loc_y + crescent_y[i];
2219 z[i] = loc_z + crescent_z[i];
2223 for (i = 0; i < PLANET_VERTICES / 2 + 1; i++) {
2224 x[i] = loc_x + crescent_x[i];
2225 y[i] = loc_y + crescent_y[i];
2226 z[i] = loc_z + crescent_z[i];
2228 for (; i < PLANET_VERTICES; i++) {
2229 x[i] = loc_x + circle_x[i];
2230 y[i] = loc_y + circle_y[i];
2231 z[i] = loc_z + circle_z[i];
2234 opengl_render_polygon_and_line(x, y, z, PLANET_VERTICES); /* no culling, its a planet! */
2235 opengl_render_point(loc_x, loc_y, loc_z, 0.0); /* planet is visible at any distance - at least as a point */
2238 case RENDER_ITEM_STARS:
2240 double tilt_offset = 0;
2241 double x_offset = 0;
2243 double view_width, yaw = interpolation.orientation_raw_yaw;
2244 double pitch = interpolation.orientation_raw_pitch;
2245 uint32_t table, table_start;
2249 double red, green, blue;
2252 printf("RENDER_ITEM_STARS\n");
2254 /* use default fov of 64 to calculate z distance */
2255 z = 160.0 / frustum_slope_64;
2257 view_width = (int)(320.0 / frustum_slope_64 * frustum_slope_fov);
2260 for (i = 0; i < 16; i++)
2261 color[i] = m68k_read_memory_16(mercenary_palette_stars() + (i << 2));
2263 /* table offset is 91, so we substract it and add it back with different FOV, so table begins at later
2264 * full turn is 1024, we have default of 64 degrees: 1024 / 360 * 64 = 182
2265 * then we half it, so we get to the center via 91
2268 if (render_item->u.stars.above_zenith)
2270 yaw = fmod(yaw + 91.0 - (91.0 * (frustum_slope_fov / frustum_slope_64)) + 65536.0, 0x400);
2272 table = mercenary_star_table();
2273 table_start = table + m68k_read_memory_16(table);
2274 table += m68k_read_memory_16(table + ((uint32_t)yaw & 0x7fe));
2275 yaw = yaw / (double)0x800 * 1800.0;
2277 if (render_item->u.stars.above_zenith)
2278 pitch = 0x200 - pitch;
2279 pitch = fmod(pitch + 65536.0, 0x400);
2280 pitch -= render_item->u.stars.v_offset;
2282 pitch = pitch * (double)0x6ccc / 65536.0;
2285 x = m68k_read_memory_16(table);
2288 table = table_start;
2290 x = (view_width - 1) - m68k_read_memory_16(table) - x_offset + yaw;
2294 /* special case where we tilt the view when flying on the planet */
2295 if (render_item->u.stars.tilt) {
2296 /* use offset as given by game: 160 is half of the screen width
2297 * we extend the width to the actual FOV, so it fits
2299 tilt_offset = ((x - (160.0 / frustum_slope_64 * frustum_slope_fov)) * render_item->u.stars.tilt_value) / 65536.0;
2301 y = (double)((m68k_read_memory_16(table)) & 0x1ff) - pitch + tilt_offset;
2303 if (render_item->u.stars.above_zenith) {
2304 x = (double)(view_width - 1) - x;
2308 gamecolor2gl(&red, &green, &blue, color[(m68k_read_memory_8(table - 2) & 0x3c) >> 2]);
2309 opengl_render_color(red, green, blue, debug_opacity);
2311 opengl_render_point(160.0 / frustum_slope_64 * frustum_slope_fov - x, 68.0 - y, z, 0.0);
2315 case RENDER_ITEM_INTERSTELLAR_STARS:
2320 double red, green, blue;
2323 printf("RENDER_ITEM_INTERSTELLAR_STARS\n");
2325 /* use default fov of 64 to calculate z distance */
2326 z = 160.0 / frustum_slope_64;
2329 for (i = 0; i < 16; i++)
2330 color[i] = m68k_read_memory_16(mercenary_palette_stars() + (i << 2));
2332 for (i = 0; i < render_item->u.interstars.count; i++) {
2333 gamecolor2gl(&red, &green, &blue, color[render_item->u.interstars.color[i]]);
2334 opengl_render_color(red, green, blue, debug_opacity);
2336 opengl_render_point(160.0 - (double)render_item->u.interstars.x[i], 68.0 - (double)render_item->u.interstars.y[i], z, 0.0);
2340 case RENDER_ITEM_INTERSTELLAR_SUN:
2342 double red, green, blue;
2345 printf("RENDER_ITEM_INTERSTELLAR_SUN\n");
2348 gamecolor2gl(&red, &green, &blue, 0x777);
2349 opengl_render_color(red, green, blue, debug_opacity);
2351 opengl_render_point(0.0, 0.0, 100.0, 0.0);
2354 case RENDER_ITEM_SIGHTS:
2356 double x[4], y[4], z[4];
2357 double red, green, blue;
2360 printf("RENDER_ITEM_SIGHTS\n");
2362 /* use default fov of 64 to calculate z distance */
2363 z[0] = z[1] = z[2] = z[3] = 160.0 / frustum_slope_64;
2366 gamecolor2gl(&red, &green, &blue, 0x777);
2367 opengl_render_color(red, green, blue, debug_opacity);
2371 x[0] = x[1] = -16.0;
2373 opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sights are always visible! */
2376 opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sights are always visible! */
2379 case RENDER_ITEM_EXPLOSION:
2382 double loc_x, loc_y, loc_z, size;
2383 double x[EXPLOSION_VERTICES], y[EXPLOSION_VERTICES], z[EXPLOSION_VERTICES];
2387 printf("RENDER_ITEM_EXPLOSION\n");
2389 opengl_render_color(render_item->u.explosion.red, render_item->u.explosion.green, render_item->u.explosion.blue, debug_opacity);
2391 for (e = 0; e < render_item->u.explosion.count; e++) {
2392 loc_x = render_item->u.explosion.x[e];
2393 loc_y = render_item->u.explosion.y[e];
2394 loc_z = render_item->u.explosion.z[e];
2395 size = 20; /* round about.... */
2397 rotate_coordinate(roll, pitch, yaw, &loc_x, &loc_y, &loc_z);
2398 /* create and render cicle */
2399 for (i = 0; i < EXPLOSION_VERTICES; i++) {
2400 x[i] = loc_x + size * sin(2 * M_PI * (double)i / EXPLOSION_VERTICES) * EXPLOSION_ELIPSE;
2401 y[i] = loc_y + size * cos(2 * M_PI * (double)i / EXPLOSION_VERTICES);
2404 opengl_render_polygon_and_line(x, y, z, EXPLOSION_VERTICES); /* no culling, its a debris! */
2405 opengl_render_point(loc_x, loc_y, loc_z, 0.0); /* debris is visible at any distance - at least as a point */
2410 print_info("Unknown render item type, please fix!\n");
2418 static double interpolate_orientation(double old, double new, double inter)
2420 double turn = new - old;
2427 /* don't interpolate, if our rotation was too fast.
2428 * e.g: taxi drive around corder, load/quit game, ...
2430 if (turn > M_PI / 8.0 || turn < -M_PI / 8.0)
2433 new = old + turn * inter;
2443 static double interpolate_raw_orientation(uint16_t old, uint16_t new, double inter)
2445 int16_t turn = (new - old) & 0x3ff;
2450 /* don't interpolate, if our rotation was too fast.
2451 * e.g: taxi drive around corder, load/quit game, ...
2453 if (turn > 0x200 / 8 || turn < -0x200 / 8)
2456 /* don't do modulo 0x400, since the user of this data does it */
2457 return (double)old + (double)turn * inter;
2460 static double interpolate_offset(int32_t old, int32_t new, double inter, int32_t limit)
2464 /* be sure to look only at the lower 28 bits, because on planet these bits are used only */
2465 if (ground_index >= 0)
2466 offset = wrap_int28(old - new);
2468 offset = (int32_t)(old - new);
2470 if (limit > 0 && (offset > limit || offset < -limit))
2473 return offset * (1.0 - inter);
2476 static render_item_t *interpolate_door(double inter)
2478 static render_item_t interpolated;
2479 render_item_t *old_vertices = render_list_old, *new_vertices = render_list_new;
2480 int nomatch_x_count = 0;
2481 int nomatch_z_count = 0;
2482 int nomatch_x[4], nomatch_z[4];
2485 /* find old and new vertices */
2486 while (old_vertices && old_vertices->type != RENDER_ITEM_VERTICES_INTERIOR)
2487 old_vertices = old_vertices->next;
2488 while (new_vertices && new_vertices->type != RENDER_ITEM_VERTICES_INTERIOR)
2489 new_vertices = new_vertices->next;
2491 /* building does not exist in old or new render */
2492 if (!old_vertices || !new_vertices)
2495 /* all verices must match except four */
2496 ii = MAX_INTERIOR_VERTEX >> 2;
2497 for (i = 0; i < ii; i++) {
2498 if (!old_vertices->u.vertices_interior.set[i] || !new_vertices->u.vertices_interior.set[i])
2500 if (old_vertices->u.vertices_interior.x[i] != new_vertices->u.vertices_interior.x[i]) {
2501 if (nomatch_x_count == 4)
2503 nomatch_x[nomatch_x_count++] = i;
2506 for (i = 0; i < 4; i++) {
2507 if (old_vertices->u.vertices_interior.y[i] != new_vertices->u.vertices_interior.y[i])
2510 for (i = 0; i < ii; i++) {
2511 if (!old_vertices->u.vertices_interior.set[i] || !new_vertices->u.vertices_interior.set[i])
2513 if (old_vertices->u.vertices_interior.z[i] != new_vertices->u.vertices_interior.z[i]) {
2514 if (nomatch_z_count == 4)
2516 nomatch_z[nomatch_z_count++] = i;
2520 /* copy, even if not interpolated */
2521 memcpy(&interpolated, new_vertices, sizeof(interpolated));
2523 /* only four x missmatch */
2524 if (nomatch_x_count == 4 || nomatch_x_count == 2) {
2525 for (i = 0; i < nomatch_x_count; i++) {
2526 interpolated.u.vertices_interior.x[nomatch_x[i]] =
2527 (double)old_vertices->u.vertices_interior.x[nomatch_x[i]] * (1.0 - inter) +
2528 (double)new_vertices->u.vertices_interior.x[nomatch_x[i]] * inter;
2532 /* only four z missmatch */
2533 if (nomatch_z_count == 4 || nomatch_z_count == 2) {
2534 for (i = 0; i < nomatch_z_count; i++) {
2535 interpolated.u.vertices_interior.z[nomatch_z[i]] =
2536 (double)old_vertices->u.vertices_interior.z[nomatch_z[i]] * (1.0 - inter) +
2537 (double)new_vertices->u.vertices_interior.z[nomatch_z[i]] * inter;
2541 return &interpolated;
2544 /* make a list of objects that moved and store their displacement */
2545 static void interpolate_objects(double inter)
2547 render_item_t *old_info, *new_info;
2550 /* hunt for objects that exist in both (old and new) lists and moved */
2552 for (new_info = render_list_new; new_info; new_info = new_info -> next) {
2554 if (new_info->type != RENDER_ITEM_OBJECT_INFO)
2557 if (!new_info->u.info.moving)
2559 /* interiors don't move */
2560 if (new_info->u.info.id < 0)
2562 /* check matching object with same ID */
2563 for (old_info = render_list_old; old_info; old_info = old_info -> next) {
2565 if (old_info->type != RENDER_ITEM_OBJECT_INFO)
2568 if (!old_info->u.info.moving)
2571 if (old_info->u.info.id == new_info->u.info.id)
2574 /* no matching object found */
2578 if (old_info->u.info.east == new_info->u.info.east
2579 && old_info->u.info.height == new_info->u.info.height
2580 && old_info->u.info.north == new_info->u.info.north)
2582 /* interpolate and store */
2583 interpolation.object_id[count] = new_info->u.info.id;
2584 interpolation.object_offset_east[count] = interpolate_offset(old_info->u.info.east, new_info->u.info.east, inter, 4096);
2585 interpolation.object_offset_height[count] = interpolate_offset(old_info->u.info.height, new_info->u.info.height, inter, 4096);
2586 interpolation.object_offset_north[count] = interpolate_offset(old_info->u.info.north, new_info->u.info.north, inter, 4096);
2587 if (count++ == MAX_MOVING_OBJECTS)
2590 interpolation.object_count = count;
2593 /* make a vertex list of interpolated planets */
2594 static render_item_t *interpolate_planets(double inter)
2596 static render_item_t interpolated;
2597 render_item_t *old_info, *new_info;
2598 render_item_t *old_vertices = NULL, *new_vertices = NULL;
2601 /* get vertices for planets/comet */
2602 for (old_info = render_list_old; old_info; old_info = old_info -> next) {
2603 if (old_info->type == RENDER_ITEM_VERTICES_0)
2604 old_vertices = old_info;
2605 /* check until comet's polygons are renderd. at this time the coordinates are all ready, so we can interpolate */
2606 if (old_info->type == RENDER_ITEM_COMET_POLYGON)
2609 for (new_info = render_list_new; new_info; new_info = new_info -> next) {
2610 if (new_info->type == RENDER_ITEM_VERTICES_0)
2611 new_vertices = new_info;
2612 /* check until comet's polygons are renderd. at this time the coordinates are all ready, so we can interpolate */
2613 if (new_info->type == RENDER_ITEM_COMET_POLYGON)
2617 /* check for existing planet's vertices and if planets are rendered in both lists (old and new) */
2618 if (old_info == NULL || new_info == NULL || old_vertices == NULL || new_vertices == NULL)
2621 /* interpolate vertices */
2622 for (i = 0; i < (MAX_VERTEX >> 2); i++) {
2623 interpolated.u.vertices.x[i] = old_vertices->u.vertices.x[i] * (1.0 - inter) + new_vertices->u.vertices.x[i] * inter;
2624 interpolated.u.vertices.y[i] = old_vertices->u.vertices.y[i] * (1.0 - inter) + new_vertices->u.vertices.y[i] * inter;
2625 interpolated.u.vertices.z[i] = old_vertices->u.vertices.z[i] * (1.0 - inter) + new_vertices->u.vertices.z[i] * inter;
2628 return &interpolated;
2631 /* always renders NEW! items
2632 * use inter == 1.0 to render motion to vertices of NEW items
2633 * use inter 0.0 .. 1.0 to interpolate motion between OLD and NEW items
2634 * return 0, if the scene was rendered, returns < 0, if there is no scene
2636 int render_all_items(double inter, int vr)
2638 render_item_object_info = NULL;
2639 render_item_vertices_0 = render_item_vertices_1 = render_item_vertices_2 = NULL;
2640 render_item_vertices_interior = NULL;
2641 render_item_vertices_planets = NULL;
2643 /* no interpolation when leaving or entering planet to/from space */
2644 if ((last_ground_index < 0 && ground_index >= 0)
2645 || (last_ground_index >= 0 && ground_index < 0)) {
2649 /* reset interpolation */
2650 memset(&interpolation, 0, sizeof(interpolation));
2651 interpolation.orientation_roll = motion_new.orientation_roll;
2652 interpolation.orientation_pitch = motion_new.orientation_pitch;
2653 interpolation.orientation_yaw = motion_new.orientation_yaw;
2654 interpolation.orientation_raw_pitch = motion_new.orientation_raw_pitch;
2655 interpolation.orientation_raw_yaw = motion_new.orientation_raw_yaw;
2656 interpolation.planet_inclination = motion_new.planet_inclination;
2657 interpolation.planet_azimuth = motion_new.planet_azimuth;
2658 //printf("we are at %08x %08x %08x\n", motion_new.position_east, motion_new.position_height, motion_new.position_north);
2660 /* do interpolation */
2661 if (inter != 1.0 && render_list_old) {
2662 /* interpolate orientation */
2663 interpolation.orientation_roll = interpolate_orientation(motion_old.orientation_roll, motion_new.orientation_roll, inter);
2664 interpolation.orientation_pitch = interpolate_orientation(motion_old.orientation_pitch, motion_new.orientation_pitch, inter);
2665 interpolation.orientation_yaw = interpolate_orientation(motion_old.orientation_yaw, motion_new.orientation_yaw, inter);
2666 interpolation.orientation_raw_pitch = interpolate_raw_orientation(motion_old.orientation_raw_pitch, motion_new.orientation_raw_pitch, inter);
2667 interpolation.orientation_raw_yaw = interpolate_raw_orientation(motion_old.orientation_raw_yaw, motion_new.orientation_raw_yaw, inter);
2668 interpolation.planet_inclination = interpolate_orientation(motion_old.planet_inclination, motion_new.planet_inclination, inter);
2669 interpolation.planet_azimuth = interpolate_orientation(motion_old.planet_azimuth, motion_new.planet_azimuth, inter);
2671 /* interpolate position */
2672 interpolation.offset_east = interpolate_offset(motion_old.position_east, motion_new.position_east, inter, 0);
2673 interpolation.offset_height = interpolate_offset(motion_old.position_height, motion_new.position_height, inter, 0);
2674 interpolation.offset_north = interpolate_offset(motion_old.position_north, motion_new.position_north, inter, 0);
2675 /* prevent glitch when using elevators: a sudden vertical move is ignored
2676 * this is not the best solution, because fast vertical flying (from 0) will also be detected */
2677 if (old_height_offset == 0
2678 && (new_height_offset >= 150 || new_height_offset <= -150)) {
2679 interpolation.offset_east = 0.0;
2680 interpolation.offset_height = 0.0;
2681 interpolation.offset_north = 0.0;
2684 /* interpolate doors of building (if any) */
2685 interpolation.interior = interpolate_door(inter);
2687 /* interpolate objects */
2688 interpolate_objects(inter);
2690 /* interpolate planets */
2691 interpolation.planets = interpolate_planets(inter);
2694 /* return failure, if nothing can be rendered */
2695 if (!render_list_new)
2698 for (render_item = render_list_new; render_item; render_item = render_item->next) {
2699 render_one_item(render_item, vr);
2705 void render_capture_reset(void)
2707 /* flush old list, if exists */
2709 /* flush new list, if exists */
2710 render_list_old = render_list_new;
2712 /* reset list pointers */
2713 render_list_old = NULL;
2714 render_list_new = NULL;
2715 render_list_end = &render_list_new;
2719 int render_capture_is_interstellar(void)
2721 if (!render_list_new)
2723 for (render_item = render_list_new; render_item; render_item = render_item->next) {
2724 if (render_item->type == RENDER_ITEM_INTERSTELLAR_STARS)