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) */
537 out_z = (*z) * cos(yaw) - (*x) * sin(yaw);
538 out_x = (*z) * sin(yaw) + (*x) * cos(yaw);
541 /* rotate pitch (German: Nick, turn head down) */
542 out_y = (*y) * cos(pitch) - (*z) * sin(pitch);
543 out_z = (*y) * sin(pitch) + (*z) * cos(pitch);
548 /* rotate roll (tilt head to the right) */
549 out_x = (*x) * cos(roll) - (*y) * sin(roll);
550 out_y = (*x) * sin(roll) + (*y) * cos(roll);
555 /* clear screen color (sky / universe) */
556 static void clear_screen(int index)
559 printf("clear screen:\n");
562 /* allocate render item */
563 render_item_add(RENDER_ITEM_SKY);
566 gamecolor2gl_index(&render_item->u.ground.red, &render_item->u.ground.green, &render_item->u.ground.blue, 8);
568 /* store for later use after planets have been rendered */
569 ground_index = index;
573 static void draw_ground(void)
575 /* no ground in space :) */
576 if (ground_index < 0)
580 printf("add ground plane:\n");
583 /* allocate render item */
584 render_item_add(RENDER_ITEM_GROUND);
587 gamecolor2gl_index(&render_item->u.ground.red, &render_item->u.ground.green, &render_item->u.ground.blue, ground_index);
591 static void info_object(int moving)
594 printf("add object's info:\n");
597 /* allocate render item */
598 render_item_add(RENDER_ITEM_OBJECT_INFO);
601 render_item->u.info.moving = moving;
603 mercenary_get_object_info(&render_item->u.info.id, &render_item->u.info.east, &render_item->u.info.height, &render_item->u.info.north);
606 /* coordinates ready for an object */
607 static void coord_object(void)
611 x = (int16_t)REG_D[3];
612 x += (int32_t)REG_A[1];
613 y = (int16_t)REG_D[4];
614 y += (int32_t)REG_A[2];
615 z = (int16_t)REG_D[5];
616 z += (int32_t)REG_A[3];
617 store_coord("object", REG_A[0], x, y, z);
620 /* polygon of object */
621 static void poly_object(int mercenary)
623 uint32_t vertex_address = REG_A[0];
628 printf("add object's polygon:\n");
631 /* allocate render item */
632 render_item_add(RENDER_ITEM_OBJECT_POLYGON);
636 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, REG_D[0]);
639 color = m68k_read_memory_8(vertex_address++) << 8;
640 color |= m68k_read_memory_8(vertex_address++);
641 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
644 /* the vertex list is zero-terminated */
645 for (i = 0; i < MAX_POLYGON; i++) {
646 vertex = m68k_read_memory_8(vertex_address++);
647 if (vertex == 0 && i)
649 render_item->u.polygon.vertex[i] = vertex;
651 render_item->u.polygon.vertices = i;
655 static void line_object(void)
657 uint32_t vertex_address = REG_A[0];
661 printf("add object's line:\n");
664 /* allocate render item */
665 render_item_add(RENDER_ITEM_OBJECT_LINE);
668 gamecolor2gl(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, REG_D[0]);
671 vertex = m68k_read_memory_8(vertex_address++);
672 render_item->u.line.vertex[0] = vertex;
673 vertex = m68k_read_memory_8(vertex_address++);
674 render_item->u.line.vertex[1] = vertex;
677 /* coordinates ready for a beacon */
678 static void coord_beacon(void)
682 /* only 28 bits seem to be a correct signed int value */
683 x = (int32_t)(REG_D[3] << 4) / 16;
684 y = (int32_t)(REG_D[4] << 4) / 16;
685 z = (int32_t)(REG_D[5] << 4) / 16;
686 store_coord("beacon", 0, x, y, z);
689 /* point of beacon */
690 static void point_beacon(void)
693 printf("add beacon's point:\n");
696 /* allocate render item */
697 render_item_add(RENDER_ITEM_BEACON_POINT);
700 gamecolor2gl(&render_item->u.point.red, &render_item->u.point.green, &render_item->u.point.blue, REG_D[2]);
703 render_item->u.point.vertex = 0;
706 /* coordinates ready for a building (exterior) */
707 static void coord_building_exterior(void)
711 x = (int32_t)REG_D[3];
712 y = (int32_t)REG_D[4];
713 z = (int32_t)REG_D[5];
714 store_coord("building exterior", REG_A[0], x, y, z);
717 /* polygon of building (exterior) */
718 static void poly_building_exterior(void)
721 uint32_t vertex_address = REG_A[0];
726 printf("add building's polygon:\n");
729 /* allocate render item */
730 render_item_add(RENDER_ITEM_BUILDING_EXTERIOR_POLYGON);
733 color = m68k_read_memory_8(vertex_address++) << 8;
734 color |= m68k_read_memory_8(vertex_address++);
735 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
737 /* the vertex list is zero-terminated */
738 for (i = 0; i < MAX_POLYGON; i++) {
739 vertex = m68k_read_memory_8(vertex_address++);
740 if (vertex == 0 && i)
742 render_item->u.polygon.vertex[i] = vertex | 0x100;
744 render_item->u.polygon.vertices = i;
747 /* line of building (exterior) */
748 static void line_building_exterior(void)
750 uint32_t vertex_address = REG_A[0];
754 printf("add building's line:\n");
757 /* allocate render item */
758 render_item_add(RENDER_ITEM_BUILDING_EXTERIOR_LINE);
761 gamecolor2gl(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, REG_D[0]);
764 vertex = m68k_read_memory_8(vertex_address++);
765 render_item->u.line.vertex[0] = vertex | 0x100;
766 vertex = m68k_read_memory_8(vertex_address++);
767 render_item->u.line.vertex[1] = vertex | 0x100;
770 /* coordinates ready for a building (interior) */
771 static void coord_building_interior(void)
774 int32_t height1, height2, height3, height4;
776 mercenary_coord_building_interior(&east, &height1, &height2, &height3, &height4, &north);
777 store_interior_coord("interior", REG_A[0], east, height1, height2, height3, height4, north);
780 /* polygon of building (interior) */
781 static void poly_building_interior1to4(int level)
788 printf("add roof/floor's polygon at level %d:\n", level);
791 /* allocate render item */
792 render_item_add(RENDER_ITEM_BUILDING_INTERIOR_1TO4);
795 color = m68k_read_memory_8(REG_A[0]) << 8;
796 color |= m68k_read_memory_8(REG_A[0] + 1);
797 gamecolor2gl(&render_item->u.interior14.red, &render_item->u.interior14.green, &render_item->u.interior14.blue, color);
799 /* four vertices, one level */
800 for (i = 0; i < 4; i++) {
801 vertex = REG_A[(2 + i)];
802 render_item->u.interior14.vertex[i] = vertex;
804 render_item->u.interior14.level = level;
807 /* polygon of building (interior) */
808 static void poly_building_interior5to6(int level12, int level34)
813 printf("add polygon above/below window/door at level %d/%d:\n", level12, level34);
816 /* allocate render item */
817 render_item_add(RENDER_ITEM_BUILDING_INTERIOR_5TO6);
820 color = m68k_read_memory_8(REG_A[0]) << 8;
821 color |= m68k_read_memory_8(REG_A[0] + 1);
822 gamecolor2gl(&render_item->u.interior56.red, &render_item->u.interior56.green, &render_item->u.interior56.blue, color);
824 /* two vertices, two levels */
825 render_item->u.interior56.vertex14 = REG_A[2];
826 render_item->u.interior56.vertex23 = REG_A[3];
827 render_item->u.interior56.level12 = level12;
828 render_item->u.interior56.level34 = level34;
831 /* wall part of a building */
832 static void wall_building(void)
835 printf("add wall:\n");
838 /* allocate render item */
839 render_item_add(RENDER_ITEM_BUILDING_INTERIOR_WALL);
842 gamecolor2gl(&render_item->u.interior56.red, &render_item->u.interior56.green, &render_item->u.interior56.blue, REG_D[3]);
844 /* two vertices, two levels */
845 render_item->u.interior56.vertex14 = REG_A[1];
846 render_item->u.interior56.vertex23 = REG_A[2];
847 /* get top level according to bit 12 in D3 */
848 render_item->u.interior56.level12 = (REG_D[3] & (1 << 12)) ? 3 : 2;
849 render_item->u.interior56.level34 = 1;
852 /* coordinates ready for comet tail */
853 static void coord_comet(void)
857 x = (int32_t)REG_D[3];
858 y = (int32_t)REG_D[4];
859 z = (int32_t)REG_D[5];
860 store_planets_coord("comet tail", REG_A[0], x, y, z);
863 /* polygon of comet tail */
864 static void poly_comet(void)
867 uint32_t vertex_address = REG_A[0];
872 printf("add comet's polygon:\n");
875 /* allocate render item */
876 render_item_add(RENDER_ITEM_COMET_POLYGON);
879 color = m68k_read_memory_8(vertex_address++) << 8;
880 color |= m68k_read_memory_8(vertex_address++);
881 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
883 /* the vertex list is zero-terminated */
884 for (i = 0; i < MAX_POLYGON; i++) {
885 vertex = m68k_read_memory_8(vertex_address++);
886 if (vertex == 0 && i)
888 render_item->u.polygon.vertex[i] = vertex;
890 render_item->u.polygon.vertices = i;
893 /* coordinates ready for lines of a road / ground surface */
894 static void coord_line_road(void)
899 y = -motion_new.position_height;
901 store_coord("road", REG_A[0], x, y, z);
905 static void line_road(void)
910 printf("add road's line:\n");
913 /* allocate render item */
914 render_item_add(RENDER_ITEM_ROAD_LINE);
917 gamecolor2gl_index(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, mercenary_street_color_index());
921 render_item->u.line.vertex[0] = vertex;
923 render_item->u.line.vertex[1] = vertex;
926 /* coordinates ready for polygons of a road / ground surface */
927 static void coord_poly_road(void)
931 x = m68k_read_memory_32(320 + REG_A[0]);
933 /* the A2 is already converted to game's coordinate, so we use the memory location DS_0+0x1DBA (m3) instead */
934 y = -motion_new.position_height;
935 z = m68k_read_memory_32(576 + REG_A[0]);
937 store_coord("road/place", REG_A[0], x, y, z);
940 /* polygon of road */
941 static void poly_road()
944 uint32_t vertex_address = REG_A[0];
949 printf("add road/place's polygon:\n");
952 /* allocate render item */
953 render_item_add(RENDER_ITEM_ROAD_POLYGON);
956 color = m68k_read_memory_8(vertex_address++) << 8;
957 color |= m68k_read_memory_8(vertex_address++);
958 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
960 /* the vertex list is zero-terminated */
961 for (i = 0; i < MAX_POLYGON; i++) {
962 vertex = m68k_read_memory_8(vertex_address++);
963 if (vertex == 0 && i)
965 render_item->u.polygon.vertex[i] = vertex;
967 render_item->u.polygon.vertices = i;
970 /* coordinates ready for tags */
971 static void coord_tags(void)
975 x = (int16_t)REG_D[3];
976 x += (int32_t)REG_A[1];
977 y = (int16_t)REG_D[4];
978 y += (int32_t)REG_A[2];
979 z = (int16_t)REG_D[5];
980 z += (int32_t)REG_A[3];
981 store_coord("tags", REG_A[0], x, y, z);
984 /* coordinates ready for large tags */
985 static void coord_tags2(void)
989 x = (int16_t)REG_D[3];
990 x += 2 * (int32_t)REG_A[1];
991 y = (int16_t)REG_D[4];
992 y += 2 * (int32_t)REG_A[2];
993 z = (int16_t)REG_D[5];
994 z += 2 * (int32_t)REG_A[3];
995 store_coord("large tags", REG_A[0], x, y, z);
999 static void line_tags(int last_color)
1001 uint32_t vertex_address = REG_A[0];
1005 printf("add tag's line:\n");
1008 /* allocate render item */
1009 render_item_add((tag_is_object) ? RENDER_ITEM_TAG_LINE_OBJECT : RENDER_ITEM_TAG_LINE_OTHER);
1013 gamecolor2gl(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, REG_D[0]);
1015 gamecolor2gl_index(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, mercenary_line_tags_index());
1018 vertex = m68k_read_memory_8(vertex_address++);
1019 render_item->u.line.vertex[0] = vertex | 0x200;
1020 vertex = m68k_read_memory_8(vertex_address++);
1021 render_item->u.line.vertex[1] = vertex | 0x200;
1024 /* polygon of tags */
1025 static void poly_tags(int last_color)
1027 uint32_t vertex_address = REG_A[0];
1032 printf("add tag's polygon:\n");
1035 /* allocate render item */
1036 render_item_add((tag_is_object) ? RENDER_ITEM_TAG_POLYGON_OBJECT : RENDER_ITEM_TAG_POLYGON_OTHER);
1040 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, REG_D[0]);
1042 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, mercenary_poly_tags_color());
1043 /* the vertex list is zero-terminated */
1044 for (i = 0; i < MAX_POLYGON; i++) {
1045 vertex = m68k_read_memory_8(vertex_address++);
1046 if (vertex == 0 && i)
1048 render_item->u.polygon.vertex[i] = vertex | 0x200;
1050 render_item->u.polygon.vertices = i;
1053 /* coordinates ready for planet */
1054 static void coord_planet(void)
1058 x = (int32_t)REG_D[3];
1059 y = (int32_t)REG_D[4];
1060 z = (int32_t)REG_D[5];
1061 store_planets_coord("planet", REG_A[0], x, y, z);
1065 static void draw_planet(int comet)
1068 uint32_t scale_index;
1069 double scale1, scale2;
1073 /* fixing (not noticable) bug in game: don't render comet twice */
1074 if (!comet && vertex == 116)
1078 printf("add planet/comet/sun: vertex=%d color=%08x\n", vertex, color);
1081 /* allocate render item */
1082 render_item_add(RENDER_ITEM_PLANET);
1086 /* make comet black on front side and bright on back */
1087 gamecolor2gl(&render_item->u.planet.front_red, &render_item->u.planet.front_green, &render_item->u.planet.front_blue, 0x000);
1088 gamecolor2gl(&render_item->u.planet.back_red, &render_item->u.planet.back_green, &render_item->u.planet.back_blue, 0x777);
1091 gamecolor2gl(&render_item->u.planet.front_red, &render_item->u.planet.front_green, &render_item->u.planet.front_blue, REG_D[0]);
1092 /* use background color for dark side */
1093 gamecolor2gl(&render_item->u.planet.back_red, &render_item->u.planet.back_green, &render_item->u.planet.back_blue, mercenary_background_index() | 0x8000);
1097 render_item->u.planet.vertex = vertex;
1099 /* I REVERSED THE F*CKING PLANET SIZE, took me half a day!
1100 * the long word 21584(A0) contains two scales
1101 * the lower word contains the scale between 4096 .. 8191, this is 1.0 .. 2.0
1102 * the upper word defines how much this scale is shifted to the left.
1104 scale_index = mercenary_planet_scale_index();
1105 scale1 = (double)(m68k_read_memory_16(scale_index + 2 + vertex) & 0x1fff) / 8192.0;
1106 scale2 = (double)(1 << (uint16_t)m68k_read_memory_16(scale_index + vertex));
1107 render_item->u.planet.size = scale1 * scale2 / 128.0;
1111 static void draw_stars(int16_t v_offset, int tilt, int above_zenith)
1114 printf("add stars\n");
1117 /* allocate render item */
1118 render_item_add(RENDER_ITEM_STARS);
1120 /* vertical offset */
1121 render_item->u.stars.v_offset = v_offset;
1123 /* if we fly over the planet, we have tilt, so we get the calculated tilt value from game */
1124 render_item->u.stars.tilt = tilt;
1126 render_item->u.stars.tilt_value = (int32_t)REG_A[4];
1128 /* stars above zenith */
1129 render_item->u.stars.above_zenith = above_zenith;
1132 /* stars of interstellar flight */
1133 static void draw_stars_interstellar(void)
1139 printf("add interstellar stars\n");
1142 /* allocate render item */
1143 render_item_add(RENDER_ITEM_INTERSTELLAR_STARS);
1146 count = REG_D[5] + 1;
1147 if (count > MAX_INTERSTARS) {
1148 print_info("Expecting maximum of %d stars here, plese fix!\n", MAX_INTERSTARS);
1151 for (i = 0; i < count; i++) {
1154 render_item->u.interstars.color[i] = (m68k_read_memory_16(table) >> 5) & 0xf;
1156 render_item->u.interstars.x[i] = m68k_read_memory_16(table);
1158 render_item->u.interstars.y[i] = m68k_read_memory_16(table);
1161 render_item->u.interstars.count = count;
1164 /* sun of interstellar flight (center dot) */
1165 static void draw_sun_interstellar(void)
1168 printf("add interstellar sun\n");
1171 /* allocate render item */
1172 render_item_add(RENDER_ITEM_INTERSTELLAR_SUN);
1175 /* coordinates ready for polygons of islands */
1176 static void coord_islands(void)
1180 x = ((int16_t)m68k_read_memory_16(REG_A[4] - 2) * 65536);
1181 x += (int32_t)REG_A[1];
1182 /* the A2 is already converted to game's coordinate, so we use the memory location DS_0+0x1DBA instead */
1183 y = -motion_new.position_height;
1184 z = ((int16_t)m68k_read_memory_16(REG_A[4]) * 65536);
1185 z += (int32_t)REG_A[3];
1186 store_coord("island", REG_A[0], x, y, z);
1189 /* polygon of island */
1190 static void poly_island()
1193 uint32_t vertex_address = REG_A[0];
1198 printf("add island:\n");
1201 /* allocate render item */
1202 render_item_add(RENDER_ITEM_ISLAND_POLYGON);
1205 color = m68k_read_memory_8(vertex_address++) << 8;
1206 color |= m68k_read_memory_8(vertex_address++);
1207 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
1209 /* the vertex list is zero-terminated */
1211 while (i < MAX_POLYGON) {
1212 vertex = m68k_read_memory_8(vertex_address++);
1213 if (vertex == 0 && i)
1215 /* skip mysterious points when rendering island */
1218 render_item->u.polygon.vertex[i] = vertex;
1221 render_item->u.polygon.vertices = i;
1225 static void draw_sights(void)
1228 printf("add sights:\n");
1231 /* allocate render item */
1232 render_item_add(RENDER_ITEM_SIGHTS);
1235 static void draw_explosion(void)
1240 printf("add explosion:\n");
1243 /* allocate render item */
1244 if (!render_item || render_item->type != RENDER_ITEM_EXPLOSION) {
1245 render_item_add(RENDER_ITEM_EXPLOSION);
1246 /* get color from render palette */
1247 color = (m68k_read_memory_16(mercenary_palette_view() + 13*2) & 0xfff) >> 1;
1248 gamecolor2gl(&render_item->u.explosion.red, &render_item->u.explosion.green, &render_item->u.explosion.blue, color);
1249 render_item->u.explosion.count = 0;
1251 if (render_item->u.explosion.count == MAX_EXPLOSION)
1253 render_item->u.explosion.x[render_item->u.explosion.count] = REG_D[3];
1254 render_item->u.explosion.y[render_item->u.explosion.count] = REG_D[4];
1255 render_item->u.explosion.z[render_item->u.explosion.count] = REG_D[5];
1256 render_item->u.explosion.count++;
1259 /* stop event from CPU received */
1260 void render_capture_event(int event)
1263 case STOP_AT_CLEAR_SCREEN1:
1264 clear_screen(16); /* color 16 is raster split */
1265 /* in case of screen clearing on the ground, there is no roll */
1266 motion_new.orientation_roll = 0;
1268 case STOP_AT_CLEAR_SCREEN2:
1271 case STOP_AT_CLEAR_SCREEN3:
1272 clear_screen(-1); /* no ground (in universe) */
1274 case STOP_AT_DRAW_GROUND:
1277 case STOP_AT_INFO_OBJECT_MOVING:
1280 case STOP_AT_INFO_OBJECT_FIX:
1283 case STOP_AT_TAG_IS_OBJECT_1:
1286 case STOP_AT_TAG_IS_OBJECT_0:
1289 case STOP_AT_COORD_OBJECT:
1292 case STOP_AT_POLY_OBJECT_M3:
1295 case STOP_AT_POLY_OBJECT_M2:
1298 case STOP_AT_LINE_OBJECT:
1301 case STOP_AT_COORD_BEACON:
1304 case STOP_AT_POINT_BEACON:
1307 case STOP_AT_COORD_BUILDING_EXTERIOR:
1308 coord_building_exterior();
1310 case STOP_AT_POLY_BUILDING_EXTERIOR:
1311 poly_building_exterior();
1313 case STOP_AT_LINE_BUILDING_EXTERIOR:
1314 line_building_exterior();
1316 case STOP_AT_COORD_BUILDING_INTERIOR:
1317 coord_building_interior();
1319 case STOP_AT_POLY_BUILDING_INTERIOR1:
1321 interior_level12 = 1;
1322 interior_level34 = 1;
1324 case STOP_AT_POLY_BUILDING_INTERIOR2:
1326 interior_level12 = 2;
1327 interior_level34 = 2;
1329 case STOP_AT_POLY_BUILDING_INTERIOR3:
1330 /* door/window top */
1331 interior_level12 = 3;
1332 interior_level34 = 3;
1334 case STOP_AT_POLY_BUILDING_INTERIOR4:
1336 interior_level12 = 4;
1337 interior_level34 = 4;
1339 case STOP_AT_POLY_BUILDING_INTERIOR5:
1340 /* door/window top */
1341 interior_level12 = 2;
1342 interior_level34 = 3;
1344 case STOP_AT_POLY_BUILDING_INTERIOR6:
1346 interior_level12 = 1;
1347 interior_level34 = 4;
1349 case STOP_AT_POLY_BUILDING_INTERIOR1to4:
1350 /* before we come here, we must already passed the break points above, so we know the level to be rendered */
1351 if (interior_level12 == 0) {
1352 print_info("Interior level is not set, please fix!\n");
1355 poly_building_interior1to4(interior_level12);
1356 interior_level12 = 0;
1358 case STOP_AT_POLY_BUILDING_INTERIOR5to6:
1359 /* before we come here, we must already passed the break points above, so we know the level to be rendered */
1360 if (interior_level12 == 0) {
1361 print_info("Interior level is not set, please fix!\n");
1364 poly_building_interior5to6(interior_level12, interior_level34);
1365 interior_level12 = 0;
1367 case STOP_AT_WALL_BUILDING:
1370 case STOP_AT_COORD_COMET:
1373 case STOP_AT_MATRIX_COMET:
1374 case STOP_AT_MATRIX_PLANET:
1375 /* track the rotation matrix
1376 * if we have 0x42c44 matrix, we must add extra rotation to planet.
1377 * the rotation will change the view from the planet's surface */
1378 if (REG_A[4] == 0x42c44) /* same with M2 and M3 */
1379 motion_new.planet_rotation = 1;
1381 motion_new.planet_rotation = 0;
1383 case STOP_AT_POLY_COMET:
1386 case STOP_AT_COORD_LINE_ROADS:
1389 case STOP_AT_LINE_ROADS:
1392 case STOP_AT_COORD_POLY_ROADS:
1395 case STOP_AT_LINE_ROADS_CENTER:
1396 /* we don't need to render center lines of roads, because there are polygons already
1397 * it does not make sense, since OpenGL has much higher resolution.
1400 case STOP_AT_POLY_ROADS:
1403 case STOP_AT_COORD_TAGS:
1406 case STOP_AT_COORD_TAGS2:
1409 case STOP_AT_LINE_TAGS1:
1412 case STOP_AT_LINE_TAGS2:
1415 case STOP_AT_POLY_TAGS1:
1418 case STOP_AT_POLY_TAGS2:
1421 case STOP_AT_COORD_PLANET:
1424 case STOP_AT_DRAW_PLANET:
1427 case STOP_AT_DRAW_COMET:
1430 case STOP_AT_DRAW_STARS_SPACE:
1431 /* render stars with vertical offset 0x1c0, no tilt, not above zenith */
1432 draw_stars(0x1c0, 0, 0);
1434 case STOP_AT_DRAW_STARS_GROUND:
1435 /* render stars with vertical offset 0x128, no tilt, not above zenith */
1436 draw_stars(0x128, 0, 0); /* yet it's hex 128! */
1438 case STOP_AT_DRAW_STARS_FLYING:
1439 /* render stars with vertical offset 0x128, with tilt, not above zenith */
1440 draw_stars(0x128, 1, 0); /* yet it's hex 128! */
1442 case STOP_AT_DRAW_STARS_FLYING2:
1443 /* render stars with vertical offset 0x128, with tilt, and above zenith */
1444 draw_stars(0x128, 1, 1); /* yet it's hex 128! */
1446 case STOP_AT_DRAW_STARS_INTERSTELLAR:
1447 draw_stars_interstellar();
1449 case STOP_AT_DRAW_SUN_INTERSTELLAR:
1450 draw_sun_interstellar();
1452 case STOP_AT_COORD_ISLANDS:
1455 case STOP_AT_POLY_ISLANDS:
1458 case STOP_AT_LINE_ISLANDS:
1459 /* this is not used, as i had noticed so far */
1460 puts("line island");
1462 case STOP_AT_DRAW_SIGHTS:
1465 case STOP_AT_POLY_UKN2:
1468 case STOP_AT_EXPLOSION:
1478 static int use_coord(const char __attribute__((unused)) *what, uint32_t vertex, double *x, double *y, double *z, int fix)
1480 render_item_t *ri = NULL;
1483 print_info("Vertex %d is not a multiple of four!\n", vertex);
1486 if (vertex < 0x100) {
1487 if (!render_item_vertices_0) {
1488 print_info("Vertices item for vertex %d not yet set!\n", vertex);
1491 ri = render_item_vertices_0;
1493 if (vertex < 0x200) {
1494 if (!render_item_vertices_1) {
1495 print_info("Vertices item for vertex %d not yet set!\n", vertex);
1498 ri = render_item_vertices_1;
1501 if (vertex < 0x300) {
1502 if (!render_item_vertices_2) {
1503 print_info("Vertices item for vertex %d not yet set!\n", vertex);
1506 ri = render_item_vertices_2;
1509 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
1513 /* translate to original position */
1514 *x = ri->u.vertices.x[vertex] - motion_new.position_east;
1515 *y = ri->u.vertices.y[vertex] - motion_new.position_height;
1516 *z = ri->u.vertices.z[vertex] - motion_new.position_north;
1518 /* translate to floating (interpolated) position offset */
1519 *x -= interpolation.offset_east;
1520 *y -= interpolation.offset_height;
1521 *z -= interpolation.offset_north;
1524 printf("using %s coordinates: vertex=%d, x=%.0f, y=%.0f, z=%.0f\n", what, vertex, *x, *y, *z);
1530 static int use_planet_coord(const char __attribute__((unused)) *what, uint32_t vertex, double *x, double *y, double *z)
1532 render_item_t *ri = NULL;
1535 print_info("Vertex %d is not a multiple of four!\n", vertex);
1538 if (vertex >= MAX_VERTEX) {
1539 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
1542 if (interpolation.planets)
1543 ri = interpolation.planets;
1545 ri = render_item_vertices_0;
1547 print_info("Vertices item for planets verticies not yet set!\n");
1551 *x = ri->u.vertices.x[vertex];
1552 *y = ri->u.vertices.y[vertex];
1553 *z = ri->u.vertices.z[vertex];
1555 printf("using %s coordinates: vertex=%d, x=%.0f, y=%.0f, z=%.0f\n", what, vertex, *x, *y, *z);
1561 static int use_interior_coord(const char __attribute__((unused)) *what, uint32_t vertex, int level, double *x, double *y, double *z)
1564 print_info("Vertex is not a multiple of four!\n");
1567 if (vertex >= MAX_INTERIOR_VERTEX) {
1568 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
1571 if (level < 1 || level > 4) {
1572 print_info("Level %d is out of range (1..4)!\n", level);
1575 if (!render_item_vertices_interior) {
1576 print_info("Vertices item for interior verticies not yet set!\n");
1580 *x = render_item_vertices_interior->u.vertices_interior.x[vertex];
1581 *y = render_item_vertices_interior->u.vertices_interior.y[level - 1];
1582 *z = render_item_vertices_interior->u.vertices_interior.z[vertex];
1583 /* translate to position back to original */
1584 *x -= motion_new.position_east;
1585 *y -= motion_new.position_height;
1586 *z -= motion_new.position_north;
1587 /* translate to floating (interpolated) position offset */
1588 *x -= interpolation.offset_east;
1589 *y -= interpolation.offset_height;
1590 *z -= interpolation.offset_north;
1593 printf("using %s coordinates: vertex=%d, x=%.0f, y=%.0f, z=%.0f\n", what, vertex, *x, *y, *z);
1599 /* renders one item from render list */
1600 void render_one_item(render_item_t *render_item, int vr)
1602 switch (render_item->type) {
1603 case RENDER_ITEM_OBJECT_INFO:
1606 printf("RENDER_ITEM_OBJECT_INFO object-id=%d\n", render_item->u.info.id);
1608 render_item_object_info = render_item;
1611 case RENDER_ITEM_VERTICES_0:
1614 printf("RENDER_ITEM_VERTICES_0\n");
1616 render_item_vertices_0 = render_item;
1619 case RENDER_ITEM_VERTICES_1:
1622 printf("RENDER_ITEM_VERTICES_1\n");
1624 render_item_vertices_1 = render_item;
1627 case RENDER_ITEM_VERTICES_2:
1630 printf("RENDER_ITEM_VERTICES_2\n");
1632 render_item_vertices_2 = render_item;
1635 case RENDER_ITEM_VERTICES_INTERIOR:
1638 printf("RENDER_ITEM_VERTICES_INTERIOR\n");
1640 if (interpolation.interior)
1641 render_item_vertices_interior = interpolation.interior;
1643 render_item_vertices_interior = render_item;
1646 case RENDER_ITEM_SKY:
1648 double x[4], y[4], z[4];
1651 printf("RENDER_ITEM_SKY\n");
1654 opengl_render_color(render_item->u.sky.red, render_item->u.sky.green, render_item->u.sky.blue, 1.0);
1655 /* create plane to fill view */
1656 x[0] = x[1] = y[1] = y[2] = -1000000;
1657 x[2] = x[3] = y[0] = y[3] = 1000000;
1658 z[0] = z[1] = z[2] = z[3] = 10;
1660 opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sky (background) is always visible! */
1663 case RENDER_ITEM_GROUND:
1666 double x[4], y[4], z[4];
1670 printf("RENDER_ITEM_GROUND\n");
1673 opengl_render_color(render_item->u.ground.red, render_item->u.ground.green, render_item->u.ground.blue, 1.0);
1674 yaw = 0.0; /* no need to rotate x-z plane, we don't want look at a corner of the 'ground-square' */
1675 /* create huge square */
1676 x[0] = x[1] = z[1] = z[2] = -1000000;
1677 x[2] = x[3] = z[0] = z[3] = 1000000;
1678 y[0] = y[1] = y[2] = y[3] = -10;
1680 for (i = 0; i < 4; i++)
1681 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1683 opengl_render_polygon(x, y, z, 4, 0); /* no culling, because gound is always visible! */
1686 case RENDER_ITEM_OBJECT_POLYGON:
1687 case RENDER_ITEM_TAG_POLYGON_OBJECT:
1688 case RENDER_ITEM_TAG_POLYGON_OTHER:
1689 case RENDER_ITEM_ISLAND_POLYGON:
1693 double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
1698 if (render_item->type == RENDER_ITEM_OBJECT_POLYGON)
1699 printf("RENDER_ITEM_OBJECT_POLYGON\n");
1700 if (render_item->type == RENDER_ITEM_TAG_POLYGON_OBJECT)
1701 printf("RENDER_ITEM_TAG_POLYGON_OBJECT\n");
1702 if (render_item->type == RENDER_ITEM_TAG_POLYGON_OTHER)
1703 printf("RENDER_ITEM_TAG_POLYGON_OTHER\n");
1704 if (render_item->type == RENDER_ITEM_ISLAND_POLYGON)
1705 printf("RENDER_ITEM_ISLAND_POLYGON\n");
1708 /* special case where we don't want to interpolate motion (taxi/busses/intercity) */
1709 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) {
1710 // GET_ORIENTATION_FIX;
1715 opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
1716 /* get and rotate vertex */
1717 for (i = 0; i < render_item->u.polygon.vertices; i++) {
1719 rc = use_coord("object", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i], fix);
1722 /* interpolate motion, if object is moving */
1723 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) {
1724 for (o = 0; o < interpolation.object_count; o++) {
1725 if (interpolation.object_id[o] == render_item_object_info->u.info.id)
1728 if (o < interpolation.object_count) {
1729 x[i] += interpolation.object_offset_east[o];
1730 y[i] += interpolation.object_offset_height[o];
1731 z[i] += interpolation.object_offset_north[o];
1735 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1738 opengl_render_polygon(x, y, z, render_item->u.polygon.vertices, 1); /* back face culling */
1741 case RENDER_ITEM_OBJECT_LINE:
1742 case RENDER_ITEM_TAG_LINE_OBJECT:
1743 case RENDER_ITEM_TAG_LINE_OTHER:
1747 double x[2], y[2], z[2];
1752 if (render_item->type == RENDER_ITEM_OBJECT_LINE)
1753 printf("RENDER_ITEM_OBJECT_LINE\n");
1754 if (render_item->type == RENDER_ITEM_TAG_LINE_OBJECT)
1755 printf("RENDER_ITEM_TAG_LINE_OBJECT\n");
1756 if (render_item->type == RENDER_ITEM_TAG_LINE_OTHER)
1757 printf("RENDER_ITEM_TAG_LINE_OTHER\n");
1760 /* special case where we don't want to interpolate motion (taxi/busses/intercity) */
1761 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) {
1762 // GET_ORIENTATION_FIX;
1767 opengl_render_color(render_item->u.line.red, render_item->u.line.green, render_item->u.line.blue, debug_opacity);
1768 /* get and rotate vertex */
1769 for (i = 0; i < 2; i++) {
1771 rc = use_coord("object", render_item->u.line.vertex[i], &x[i], &y[i], &z[i], fix);
1774 /* interpolate motion, if object is moving */
1775 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) {
1776 for (o = 0; o < interpolation.object_count; o++) {
1777 if (interpolation.object_id[o] == render_item_object_info->u.info.id)
1780 if (o < interpolation.object_count) {
1781 x[i] += interpolation.object_offset_east[o];
1782 y[i] += interpolation.object_offset_height[o];
1783 z[i] += interpolation.object_offset_north[o];
1787 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1790 opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
1793 case RENDER_ITEM_BEACON_POINT:
1800 printf("RENDER_ITEM_BEACON_POINT\n");
1803 opengl_render_color(render_item->u.point.red, render_item->u.point.green, render_item->u.point.blue, debug_opacity);
1805 rc = use_coord("beacon", render_item->u.point.vertex, &x, &y, &z, 0);
1809 rotate_coordinate(roll, pitch, yaw, &x, &y, &z);
1811 opengl_render_point(x, y, z, 0.0);
1814 case RENDER_ITEM_BUILDING_EXTERIOR_POLYGON:
1817 double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
1822 printf("RENDER_ITEM_BUILDING_EXTERIOR_POLYGON\n");
1825 opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
1826 /* get and rotate vertex */
1827 for (i = 0; i < render_item->u.polygon.vertices; i++) {
1829 rc = use_coord("building exterior", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i], 0);
1833 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1836 opengl_render_polygon(x, y, z, render_item->u.polygon.vertices, 1); /* back face culling */
1839 case RENDER_ITEM_BUILDING_EXTERIOR_LINE:
1842 double x[2], y[2], z[2];
1847 printf("RENDER_ITEM_BUILDING_EXTERIOR_LINE\n");
1850 opengl_render_color(render_item->u.line.red, render_item->u.line.green, render_item->u.line.blue, debug_opacity);
1851 /* get and rotate vertex */
1852 for (i = 0; i < 2; i++) {
1854 rc = use_coord("building exterior", render_item->u.line.vertex[i], &x[i], &y[i], &z[i], 0);
1858 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1861 opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
1864 case RENDER_ITEM_BUILDING_INTERIOR_1TO4:
1867 double x[4], y[4], z[4];
1872 printf("RENDER_ITEM_BUILDING_INTERIOR_1TO4\n");
1875 opengl_render_color(render_item->u.interior14.red, render_item->u.interior14.green, render_item->u.interior14.blue, debug_opacity);
1876 /* get and rotate vertex */
1877 for (i = 0; i < 4; i++) {
1879 rc = use_interior_coord("building exterior", render_item->u.interior14.vertex[i], render_item->u.interior14.level, &x[i], &y[i], &z[i]);
1883 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1886 opengl_render_polygon(x, y, z, 4, 1); /* back face culling */
1889 case RENDER_ITEM_BUILDING_INTERIOR_5TO6:
1892 double x[4], y[4], z[4];
1898 printf("RENDER_ITEM_BUILDING_INTERIOR_5TO6\n");
1901 opengl_render_color(render_item->u.interior56.red, render_item->u.interior56.green, render_item->u.interior56.blue, debug_opacity);
1902 /* get and rotate vertex */
1903 for (i = 0; i < 4; i++) {
1905 vertex = (i == 0 || i == 3) ? render_item->u.interior56.vertex14 : render_item->u.interior56.vertex23;
1906 level = (i == 0 || i == 1) ? render_item->u.interior56.level12 : render_item->u.interior56.level34;
1907 rc = use_interior_coord("building interior", vertex, level, &x[i], &y[i], &z[i]);
1911 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1914 opengl_render_polygon(x, y, z, 4, 1); /* back face culling */
1917 case RENDER_ITEM_BUILDING_INTERIOR_WALL:
1920 double x[4], y[4], z[4];
1926 printf("RENDER_ITEM_BUILDING_INTERIOR_WALL\n");
1929 opengl_render_color(render_item->u.interior56.red, render_item->u.interior56.green, render_item->u.interior56.blue, debug_opacity);
1930 /* chedck if wall is a rectangle or a line */
1931 if (render_item->u.interior56.vertex14 != render_item->u.interior56.vertex23) {
1932 /* get and rotate vertex */
1933 for (i = 0; i < 4; i++) {
1935 vertex = (i == 0 || i == 3) ? render_item->u.interior56.vertex14 : render_item->u.interior56.vertex23;
1936 level = (i == 0 || i == 1) ? 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_polygon_and_line(x, y, z, 4); /* no culling, because walls are always visible! */
1946 /* get and rotate vertex */
1947 for (i = 0; i < 2; i++) {
1949 vertex = render_item->u.interior56.vertex14;
1950 level = (i == 0) ? render_item->u.interior56.level12 : render_item->u.interior56.level34;
1951 rc = use_interior_coord("building interior", vertex, level, &x[i], &y[i], &z[i]);
1955 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1958 opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
1962 case RENDER_ITEM_COMET_POLYGON:
1965 double inclination = interpolation.planet_inclination, azimuth = interpolation.planet_azimuth;
1966 double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
1971 printf("RENDER_ITEM_COMET_POLYGON\n");
1974 opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
1975 /* get and rotate vertex */
1976 for (i = 0; i < render_item->u.polygon.vertices; i++) {
1978 rc = use_planet_coord("comet tail", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i]);
1982 if (motion_new.planet_rotation)
1983 rotate_coordinate(0.0, inclination, azimuth, &x[i], &y[i], &z[i]);
1984 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1987 opengl_render_polygon_and_line(x, y, z, render_item->u.polygon.vertices); /* no culling, because we render only two (out of four) planes! */
1990 case RENDER_ITEM_ROAD_LINE:
1993 double x[2], y[2], z[2];
1998 printf("RENDER_ITEM_ROAD_LINE\n");
2001 opengl_render_color(render_item->u.line.red, render_item->u.line.green, render_item->u.line.blue, debug_opacity);
2002 /* get and rotate vertex */
2003 for (i = 0; i < 2; i++) {
2005 rc = use_coord("road", render_item->u.line.vertex[i], &x[i], &y[i], &z[i], 0);
2009 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
2012 opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
2015 case RENDER_ITEM_ROAD_POLYGON:
2018 double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
2020 uint32_t vertex, vertex_prev, vertex_next;
2021 double x_current, y_current, z_current;
2022 double x_prev, y_prev, z_prev;
2023 double x_next, y_next, z_next;
2028 printf("RENDER_ITEM_ROAD_POLYGON\n");
2031 opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
2032 /* get and rotate vertex */
2034 vertices_num = render_item->u.polygon.vertices;
2035 for (v = 0; v < vertices_num; v++) {
2037 vertex = render_item->u.polygon.vertex[v];
2038 rc = use_coord("road/place", vertex, &x_current, &y_current, &z_current, 0);
2041 /* check for road extension, so we extend the road to the given end point */
2042 if (extend_roads && vertex >= 0xf0) {
2043 /* previous vertex */
2044 vertex_prev = render_item->u.polygon.vertex[(v + vertices_num - 1) % vertices_num];
2045 rc = use_coord("road/place", vertex_prev, &x_prev, &y_prev, &z_prev, 0);
2049 vertex_next = render_item->u.polygon.vertex[(v + 1) % vertices_num];
2050 rc = use_coord("road/place", vertex_next, &x_next, &y_next, &z_next, 0);
2053 /* extend vertices to end point position
2054 * change x or z coordinate, whatever is greater
2056 if (fabs(x_prev - x_current) > fabs(z_prev - z_current))
2057 x_prev = x_next = x_current;
2059 z_prev = z_next = z_current;
2060 /* store vertices */
2065 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
2066 if (i++ == MAX_POLYGON)
2072 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
2073 if (i++ == MAX_POLYGON)
2077 /* no extension, just keep the current point as is */
2082 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
2083 if (i++ == MAX_POLYGON)
2088 opengl_render_polygon(x, y, z, i, 0); /* no culling, because polygons lay on the gound and are always visible! */
2091 case RENDER_ITEM_PLANET:
2094 double inclination = interpolation.planet_inclination, azimuth = interpolation.planet_azimuth;
2095 double sun_x, sun_y, sun_z, angle_sun;
2096 double loc_x, loc_y, loc_z, angle_loc;
2097 double x[PLANET_VERTICES], y[PLANET_VERTICES], z[PLANET_VERTICES];
2103 printf("RENDER_ITEM_PLANET\n");
2106 rc = use_planet_coord("planet(sun)", 0, &sun_x, &sun_y, &sun_z);
2109 rc = use_planet_coord("planet", render_item->u.planet.vertex, &loc_x, &loc_y, &loc_z);
2113 size = render_item->u.planet.size;
2115 if (motion_new.planet_rotation) {
2116 rotate_coordinate(0.0, inclination, azimuth, &sun_x, &sun_y, &sun_z);
2117 rotate_coordinate(0.0, inclination, azimuth, &loc_x, &loc_y, &loc_z);
2119 rotate_coordinate(roll, pitch, yaw, &sun_x, &sun_y, &sun_z);
2120 rotate_coordinate(roll, pitch, yaw, &loc_x, &loc_y, &loc_z);
2122 /* calculate direction of the sun */
2123 angle_sun = atan2(sun_x, sun_z);
2124 angle_loc = atan2(loc_x, loc_z);
2125 angle = angle_sun - angle_loc;
2127 angle -= 2.0 * M_PI;
2129 angle += 2.0 * M_PI;
2131 /* on which side are we (sun is always bright, vertex == 0) */
2132 if ((angle < M_PI / 2.0 && angle > -M_PI / 2.0) || render_item->u.planet.vertex == 0) {
2133 /* get front side color */
2134 opengl_render_color(render_item->u.planet.front_red, render_item->u.planet.front_green, render_item->u.planet.front_blue, debug_opacity);
2136 /* get back side color */
2137 opengl_render_color(render_item->u.planet.back_red, render_item->u.planet.back_green, render_item->u.planet.back_blue, debug_opacity);
2140 /* create and render cicle */
2141 for (i = 0; i < PLANET_VERTICES; i++) {
2142 x[i] = loc_x + size * sin(2 * M_PI * (double)i / PLANET_VERTICES) * PLANET_ELIPSE;
2143 y[i] = loc_y + size * cos(2 * M_PI * (double)i / PLANET_VERTICES);
2146 opengl_render_polygon_and_line(x, y, z, PLANET_VERTICES); /* no culling, its a planet! */
2148 if (render_item->u.planet.vertex == 0) {
2149 /* sun has no crescent */
2153 /* on which side are we */
2154 if (angle < M_PI / 2.0 && angle > -M_PI / 2.0) {
2155 /* get back side color */
2156 opengl_render_color(render_item->u.planet.back_red, render_item->u.planet.back_green, render_item->u.planet.back_blue, debug_opacity);
2158 /* get front side color */
2159 opengl_render_color(render_item->u.planet.front_red, render_item->u.planet.front_green, render_item->u.planet.front_blue, debug_opacity);
2162 /* create and render crescent */
2163 if (angle > M_PI / 2.0 || (angle < 0.0 && angle > -M_PI / 2.0)) {
2164 angle = fabs(angle);
2165 if (angle > M_PI / 2.0)
2166 angle = M_PI - angle;
2168 for (i = 0; i < PLANET_VERTICES / 2 + 1; i++) {
2169 x[i] = loc_x + size * sin(2 * M_PI * (double)i / PLANET_VERTICES) * PLANET_ELIPSE;
2170 y[i] = loc_y + size * cos(2 * M_PI * (double)i / PLANET_VERTICES);
2173 for (; i < PLANET_VERTICES; i++) {
2174 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));
2175 y[i] = loc_y + size * cos(2 * M_PI * (double)i / PLANET_VERTICES);
2179 angle = fabs(angle);
2180 if (angle > M_PI / 2.0)
2181 angle = M_PI - angle;
2183 for (i = 0; i < PLANET_VERTICES / 2 + 1; i++) {
2184 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));
2185 y[i] = loc_y + size * cos(2 * M_PI * (double)i / PLANET_VERTICES);
2188 for (; i < PLANET_VERTICES; i++) {
2189 x[i] = loc_x + size * sin(2 * M_PI * (double)i / PLANET_VERTICES) * PLANET_ELIPSE;
2190 y[i] = loc_y + size * cos(2 * M_PI * (double)i / PLANET_VERTICES);
2194 opengl_render_polygon_and_line(x, y, z, PLANET_VERTICES); /* no culling, its a planet! */
2195 opengl_render_point(loc_x, loc_y, loc_z, 0.0); /* planet is visible at any distance - at least as a point */
2198 case RENDER_ITEM_STARS:
2200 double tilt_offset = 0;
2201 double x_offset = 0;
2203 double view_width, yaw = interpolation.orientation_raw_yaw;
2204 double pitch = interpolation.orientation_raw_pitch;
2205 uint32_t table, table_start;
2209 double red, green, blue;
2212 printf("RENDER_ITEM_STARS\n");
2214 /* use default fov of 64 to calculate z distance */
2215 z = 160.0 / frustum_slope_64;
2217 view_width = (int)(320.0 / frustum_slope_64 * frustum_slope_fov);
2220 for (i = 0; i < 16; i++)
2221 color[i] = m68k_read_memory_16(mercenary_palette_stars() + (i << 2));
2223 /* table offset is 91, so we substract it and add it back with different FOV, so table begins at later
2224 * full turn is 1024, we have default of 64 degrees: 1024 / 360 * 64 = 182
2225 * then we half it, so we get to the center via 91
2228 if (render_item->u.stars.above_zenith)
2230 yaw = fmod(yaw + 91.0 - (91.0 * (frustum_slope_fov / frustum_slope_64)) + 65536.0, 0x400);
2232 table = mercenary_star_table();
2233 table_start = table + m68k_read_memory_16(table);
2234 table += m68k_read_memory_16(table + ((uint32_t)yaw & 0x7fe));
2235 yaw = yaw / (double)0x800 * 1800.0;
2237 if (render_item->u.stars.above_zenith)
2238 pitch = 0x200 - pitch;
2239 pitch = fmod(pitch + 65536.0, 0x400);
2240 pitch -= render_item->u.stars.v_offset;
2242 pitch = pitch * (double)0x6ccc / 65536.0;
2245 x = m68k_read_memory_16(table);
2248 table = table_start;
2250 x = (view_width - 1) - m68k_read_memory_16(table) - x_offset + yaw;
2254 /* special case where we tilt the view when flying on the planet */
2255 if (render_item->u.stars.tilt) {
2256 /* use offset as given by game: 160 is half of the screen width
2257 * we extend the width to the actual FOV, so it fits
2259 tilt_offset = ((x - (160.0 / frustum_slope_64 * frustum_slope_fov)) * render_item->u.stars.tilt_value) / 65536.0;
2261 y = (double)((m68k_read_memory_16(table)) & 0x1ff) - pitch + tilt_offset;
2263 if (render_item->u.stars.above_zenith) {
2264 x = (double)(view_width - 1) - x;
2268 gamecolor2gl(&red, &green, &blue, color[(m68k_read_memory_8(table - 2) & 0x3c) >> 2]);
2269 opengl_render_color(red, green, blue, debug_opacity);
2271 opengl_render_point(160.0 / frustum_slope_64 * frustum_slope_fov - x, 68.0 - y, z, 0.0);
2275 case RENDER_ITEM_INTERSTELLAR_STARS:
2280 double red, green, blue;
2283 printf("RENDER_ITEM_INTERSTELLAR_STARS\n");
2285 /* use default fov of 64 to calculate z distance */
2286 z = 160.0 / frustum_slope_64;
2289 for (i = 0; i < 16; i++)
2290 color[i] = m68k_read_memory_16(mercenary_palette_stars() + (i << 2));
2292 for (i = 0; i < render_item->u.interstars.count; i++) {
2293 gamecolor2gl(&red, &green, &blue, color[render_item->u.interstars.color[i]]);
2294 opengl_render_color(red, green, blue, debug_opacity);
2296 opengl_render_point(160.0 - (double)render_item->u.interstars.x[i], 68.0 - (double)render_item->u.interstars.y[i], z, 0.0);
2300 case RENDER_ITEM_INTERSTELLAR_SUN:
2302 double red, green, blue;
2305 printf("RENDER_ITEM_INTERSTELLAR_SUN\n");
2308 gamecolor2gl(&red, &green, &blue, 0x777);
2309 opengl_render_color(red, green, blue, debug_opacity);
2311 opengl_render_point(0.0, 0.0, 100.0, 0.0);
2314 case RENDER_ITEM_SIGHTS:
2316 double x[4], y[4], z[4];
2317 double red, green, blue;
2320 printf("RENDER_ITEM_SIGHTS\n");
2322 /* use default fov of 64 to calculate z distance */
2323 z[0] = z[1] = z[2] = z[3] = 160.0 / frustum_slope_64;
2326 gamecolor2gl(&red, &green, &blue, 0x777);
2327 opengl_render_color(red, green, blue, debug_opacity);
2331 x[0] = x[1] = -16.0;
2333 opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sights are always visible! */
2336 opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sights are always visible! */
2339 case RENDER_ITEM_EXPLOSION:
2342 double loc_x, loc_y, loc_z, size;
2343 double x[EXPLOSION_VERTICES], y[EXPLOSION_VERTICES], z[EXPLOSION_VERTICES];
2347 printf("RENDER_ITEM_EXPLOSION\n");
2349 opengl_render_color(render_item->u.explosion.red, render_item->u.explosion.green, render_item->u.explosion.blue, debug_opacity);
2351 for (e = 0; e < render_item->u.explosion.count; e++) {
2352 loc_x = render_item->u.explosion.x[e];
2353 loc_y = render_item->u.explosion.y[e];
2354 loc_z = render_item->u.explosion.z[e];
2355 size = 20; /* round about.... */
2357 rotate_coordinate(roll, pitch, yaw, &loc_x, &loc_y, &loc_z);
2358 /* create and render cicle */
2359 for (i = 0; i < EXPLOSION_VERTICES; i++) {
2360 x[i] = loc_x + size * sin(2 * M_PI * (double)i / EXPLOSION_VERTICES) * EXPLOSION_ELIPSE;
2361 y[i] = loc_y + size * cos(2 * M_PI * (double)i / EXPLOSION_VERTICES);
2364 opengl_render_polygon_and_line(x, y, z, EXPLOSION_VERTICES); /* no culling, its a debris! */
2365 opengl_render_point(loc_x, loc_y, loc_z, 0.0); /* debris is visible at any distance - at least as a point */
2370 print_info("Unknown render item type, please fix!\n");
2378 static double interpolate_orientation(double old, double new, double inter)
2380 double turn = new - old;
2387 /* don't interpolate, if our rotation was too fast.
2388 * e.g: taxi drive around corder, load/quit game, ...
2390 if (turn > M_PI / 8.0 || turn < -M_PI / 8.0)
2393 new = old + turn * inter;
2403 static double interpolate_raw_orientation(uint16_t old, uint16_t new, double inter)
2405 int16_t turn = (new - old) & 0x3ff;
2410 /* don't interpolate, if our rotation was too fast.
2411 * e.g: taxi drive around corder, load/quit game, ...
2413 if (turn > 0x200 / 8 || turn < -0x200 / 8)
2416 /* don't do modulo 0x400, since the user of this data does it */
2417 return (double)old + (double)turn * inter;
2420 static double interpolate_offset(int32_t old, int32_t new, double inter, int32_t limit)
2424 /* be sure to look only at the lower 28 bits, because on planet these bits are used only */
2425 if (ground_index >= 0)
2426 offset = wrap_int28(old - new);
2428 offset = (int32_t)(old - new);
2430 if (limit > 0 && (offset > limit || offset < -limit))
2433 return offset * (1.0 - inter);
2436 static render_item_t *interpolate_door(double inter)
2438 static render_item_t interpolated;
2439 render_item_t *old_vertices = render_list_old, *new_vertices = render_list_new;
2440 int nomatch_x_count = 0;
2441 int nomatch_z_count = 0;
2442 int nomatch_x[4], nomatch_z[4];
2445 /* find old and new vertices */
2446 while (old_vertices && old_vertices->type != RENDER_ITEM_VERTICES_INTERIOR)
2447 old_vertices = old_vertices->next;
2448 while (new_vertices && new_vertices->type != RENDER_ITEM_VERTICES_INTERIOR)
2449 new_vertices = new_vertices->next;
2451 /* building does not exist in old or new render */
2452 if (!old_vertices || !new_vertices)
2455 /* all verices must match except four */
2456 ii = MAX_INTERIOR_VERTEX >> 2;
2457 for (i = 0; i < ii; i++) {
2458 if (!old_vertices->u.vertices_interior.set[i] || !new_vertices->u.vertices_interior.set[i])
2460 if (old_vertices->u.vertices_interior.x[i] != new_vertices->u.vertices_interior.x[i]) {
2461 if (nomatch_x_count == 4)
2463 nomatch_x[nomatch_x_count++] = i;
2466 for (i = 0; i < 4; i++) {
2467 if (old_vertices->u.vertices_interior.y[i] != new_vertices->u.vertices_interior.y[i])
2470 for (i = 0; i < ii; i++) {
2471 if (!old_vertices->u.vertices_interior.set[i] || !new_vertices->u.vertices_interior.set[i])
2473 if (old_vertices->u.vertices_interior.z[i] != new_vertices->u.vertices_interior.z[i]) {
2474 if (nomatch_z_count == 4)
2476 nomatch_z[nomatch_z_count++] = i;
2480 /* copy, even if not interpolated */
2481 memcpy(&interpolated, new_vertices, sizeof(interpolated));
2483 /* only four x missmatch */
2484 if (nomatch_x_count == 4 || nomatch_x_count == 2) {
2485 for (i = 0; i < nomatch_x_count; i++) {
2486 interpolated.u.vertices_interior.x[nomatch_x[i]] =
2487 (double)old_vertices->u.vertices_interior.x[nomatch_x[i]] * (1.0 - inter) +
2488 (double)new_vertices->u.vertices_interior.x[nomatch_x[i]] * inter;
2492 /* only four z missmatch */
2493 if (nomatch_z_count == 4 || nomatch_z_count == 2) {
2494 for (i = 0; i < nomatch_z_count; i++) {
2495 interpolated.u.vertices_interior.z[nomatch_z[i]] =
2496 (double)old_vertices->u.vertices_interior.z[nomatch_z[i]] * (1.0 - inter) +
2497 (double)new_vertices->u.vertices_interior.z[nomatch_z[i]] * inter;
2501 return &interpolated;
2504 /* make a list of objects that moved and store their displacement */
2505 static void interpolate_objects(double inter)
2507 render_item_t *old_info, *new_info;
2510 /* hunt for objects that exist in both (old and new) lists and moved */
2512 for (new_info = render_list_new; new_info; new_info = new_info -> next) {
2514 if (new_info->type != RENDER_ITEM_OBJECT_INFO)
2517 if (!new_info->u.info.moving)
2519 /* interiors don't move */
2520 if (new_info->u.info.id < 0)
2522 /* check matching object with same ID */
2523 for (old_info = render_list_old; old_info; old_info = old_info -> next) {
2525 if (old_info->type != RENDER_ITEM_OBJECT_INFO)
2528 if (!old_info->u.info.moving)
2531 if (old_info->u.info.id == new_info->u.info.id)
2534 /* no matching object found */
2538 if (old_info->u.info.east == new_info->u.info.east
2539 && old_info->u.info.height == new_info->u.info.height
2540 && old_info->u.info.north == new_info->u.info.north)
2542 /* interpolate and store */
2543 interpolation.object_id[count] = new_info->u.info.id;
2544 interpolation.object_offset_east[count] = interpolate_offset(old_info->u.info.east, new_info->u.info.east, inter, 4096);
2545 interpolation.object_offset_height[count] = interpolate_offset(old_info->u.info.height, new_info->u.info.height, inter, 4096);
2546 interpolation.object_offset_north[count] = interpolate_offset(old_info->u.info.north, new_info->u.info.north, inter, 4096);
2547 if (count++ == MAX_MOVING_OBJECTS)
2550 interpolation.object_count = count;
2553 /* make a vertex list of interpolated planets */
2554 static render_item_t *interpolate_planets(double inter)
2556 static render_item_t interpolated;
2557 render_item_t *old_info, *new_info;
2558 render_item_t *old_vertices = NULL, *new_vertices = NULL;
2561 /* get vertices for planets/comet */
2562 for (old_info = render_list_old; old_info; old_info = old_info -> next) {
2563 if (old_info->type == RENDER_ITEM_VERTICES_0)
2564 old_vertices = old_info;
2565 /* check until comet's polygons are renderd. at this time the coordinates are all ready, so we can interpolate */
2566 if (old_info->type == RENDER_ITEM_COMET_POLYGON)
2569 for (new_info = render_list_new; new_info; new_info = new_info -> next) {
2570 if (new_info->type == RENDER_ITEM_VERTICES_0)
2571 new_vertices = new_info;
2572 /* check until comet's polygons are renderd. at this time the coordinates are all ready, so we can interpolate */
2573 if (new_info->type == RENDER_ITEM_COMET_POLYGON)
2577 /* check for existing planet's vertices and if planets are rendered in both lists (old and new) */
2578 if (old_info == NULL || new_info == NULL || old_vertices == NULL || new_vertices == NULL)
2581 /* interpolate vertices */
2582 for (i = 0; i < (MAX_VERTEX >> 2); i++) {
2583 interpolated.u.vertices.x[i] = old_vertices->u.vertices.x[i] * (1.0 - inter) + new_vertices->u.vertices.x[i] * inter;
2584 interpolated.u.vertices.y[i] = old_vertices->u.vertices.y[i] * (1.0 - inter) + new_vertices->u.vertices.y[i] * inter;
2585 interpolated.u.vertices.z[i] = old_vertices->u.vertices.z[i] * (1.0 - inter) + new_vertices->u.vertices.z[i] * inter;
2588 return &interpolated;
2591 /* always renders NEW! items
2592 * use inter == 1.0 to render motion to vertices of NEW items
2593 * use inter 0.0 .. 1.0 to interpolate motion between OLD and NEW items
2594 * return 0, if the scene was rendered, returns < 0, if there is no scene
2596 int render_all_items(double inter, int vr)
2598 render_item_object_info = NULL;
2599 render_item_vertices_0 = render_item_vertices_1 = render_item_vertices_2 = NULL;
2600 render_item_vertices_interior = NULL;
2601 render_item_vertices_planets = NULL;
2603 /* no interpolation when leaving or entering planet to/from space */
2604 if ((last_ground_index < 0 && ground_index >= 0)
2605 || (last_ground_index >= 0 && ground_index < 0)) {
2609 /* reset interpolation */
2610 memset(&interpolation, 0, sizeof(interpolation));
2611 interpolation.orientation_roll = motion_new.orientation_roll;
2612 interpolation.orientation_pitch = motion_new.orientation_pitch;
2613 interpolation.orientation_yaw = motion_new.orientation_yaw;
2614 interpolation.orientation_raw_pitch = motion_new.orientation_raw_pitch;
2615 interpolation.orientation_raw_yaw = motion_new.orientation_raw_yaw;
2616 interpolation.planet_inclination = motion_new.planet_inclination;
2617 interpolation.planet_azimuth = motion_new.planet_azimuth;
2618 //printf("we are at %08x %08x %08x\n", motion_new.position_east, motion_new.position_height, motion_new.position_north);
2620 /* do interpolation */
2621 if (inter != 1.0 && render_list_old) {
2622 /* interpolate orientation */
2623 interpolation.orientation_roll = interpolate_orientation(motion_old.orientation_roll, motion_new.orientation_roll, inter);
2624 interpolation.orientation_pitch = interpolate_orientation(motion_old.orientation_pitch, motion_new.orientation_pitch, inter);
2625 interpolation.orientation_yaw = interpolate_orientation(motion_old.orientation_yaw, motion_new.orientation_yaw, inter);
2626 interpolation.orientation_raw_pitch = interpolate_raw_orientation(motion_old.orientation_raw_pitch, motion_new.orientation_raw_pitch, inter);
2627 interpolation.orientation_raw_yaw = interpolate_raw_orientation(motion_old.orientation_raw_yaw, motion_new.orientation_raw_yaw, inter);
2628 interpolation.planet_inclination = interpolate_orientation(motion_old.planet_inclination, motion_new.planet_inclination, inter);
2629 interpolation.planet_azimuth = interpolate_orientation(motion_old.planet_azimuth, motion_new.planet_azimuth, inter);
2631 /* interpolate position */
2632 interpolation.offset_east = interpolate_offset(motion_old.position_east, motion_new.position_east, inter, 0);
2633 interpolation.offset_height = interpolate_offset(motion_old.position_height, motion_new.position_height, inter, 0);
2634 interpolation.offset_north = interpolate_offset(motion_old.position_north, motion_new.position_north, inter, 0);
2635 /* prevent glitch when using elevators: a sudden vertical move is ignored
2636 * this is not the best solution, because fast vertical flying (from 0) will also be detected */
2637 if (old_height_offset == 0
2638 && (new_height_offset >= 150 || new_height_offset <= -150)) {
2639 interpolation.offset_east = 0.0;
2640 interpolation.offset_height = 0.0;
2641 interpolation.offset_north = 0.0;
2644 /* interpolate doors of building (if any) */
2645 interpolation.interior = interpolate_door(inter);
2647 /* interpolate objects */
2648 interpolate_objects(inter);
2650 /* interpolate planets */
2651 interpolation.planets = interpolate_planets(inter);
2654 /* return failure, if nothing can be rendered */
2655 if (!render_list_new)
2658 for (render_item = render_list_new; render_item; render_item = render_item->next) {
2659 render_one_item(render_item, vr);
2665 void render_capture_reset(void)
2667 /* flush old list, if exists */
2669 /* flush new list, if exists */
2670 render_list_old = render_list_new;
2672 /* reset list pointers */
2673 render_list_old = NULL;
2674 render_list_new = NULL;
2675 render_list_end = &render_list_new;
2679 int render_capture_is_interstellar(void)
2681 if (!render_list_new)
2683 for (render_item = render_list_new; render_item; render_item = render_item->next) {
2684 if (render_item->type == RENDER_ITEM_INTERSTELLAR_STARS)