1 /* render routines that replaces the game rendering by OpenGL rendering
3 * (C) 2018 by Andreas Eversberg <jolly@eversberg.eu>
6 * This program is free software: you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation, either version 3 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program. If not, see <http://www.gnu.org/licenses/>.
22 * 1. Each game's rendering is capured:
23 * a: call to render_capture_start()
24 * b: several calls to render_capture_event() to capture all data
25 * c: call to render_capture_stop()
26 * 2. The captured motion is then interpolated to get smooth motion:
27 * - new_motion for motion of current/recent capture
28 * - old_motion for motion of previous capture
29 * - interpolation for interpolated result
30 * 3. The complete scene is rendered:
31 * - render_all_items() calls the render_item() for each item
32 * - The recent capture (NEW) is rendered
33 * - Interpolation result is taken into account
42 #include "../libsdl/print.h"
43 #include "../libcpu/m68k.h"
44 #include "../libcpu/m68kcpu.h"
45 #include "../libcpu/execute.h"
46 #include "../libsdl/opengl.h"
47 #include "mercenary.h"
50 //#define DEBUG_VERTEX
53 #define MAX_POLYGON 16 /* number of polygon complexity (vertices) */
54 #define MAX_VERTEX 0x100 /* this is the value range, these are 64 vertices */
55 #define MAX_INTERIOR_VERTEX 0x400 /* do we need that much? */
56 #define MAX_INTERSTARS 80 /* always 80 stars */
57 #define MAX_MOVING_OBJECTS 16 /* maximum number of moving objects (used for interpolation) */
58 #define MAX_EXPLOSION 256 /* how many explosion particles can be stored in one object */
59 #define PLANET_VERTICES 128
60 #define PLANET_ELIPSE 1.17
61 #define EXPLOSION_VERTICES 16
62 #define EXPLOSION_ELIPSE 1.17
65 * render item definition and structures
69 enum render_item_type {
70 RENDER_ITEM_OBJECT_INFO,
71 RENDER_ITEM_VERTICES_0,
72 RENDER_ITEM_VERTICES_1,
73 RENDER_ITEM_VERTICES_2,
74 RENDER_ITEM_VERTICES_INTERIOR,
77 RENDER_ITEM_OBJECT_POLYGON,
78 RENDER_ITEM_OBJECT_LINE,
79 RENDER_ITEM_BEACON_POINT,
80 RENDER_ITEM_BUILDING_EXTERIOR_POLYGON,
81 RENDER_ITEM_BUILDING_EXTERIOR_LINE,
82 RENDER_ITEM_BUILDING_INTERIOR_1TO4,
83 RENDER_ITEM_BUILDING_INTERIOR_5TO6,
84 RENDER_ITEM_BUILDING_INTERIOR_WALL,
85 RENDER_ITEM_COMET_POLYGON,
86 RENDER_ITEM_ROAD_LINE,
87 RENDER_ITEM_ROAD_POLYGON,
88 RENDER_ITEM_TAG_LINE_OBJECT,
89 RENDER_ITEM_TAG_LINE_OTHER,
90 RENDER_ITEM_TAG_POLYGON_OBJECT,
91 RENDER_ITEM_TAG_POLYGON_OTHER,
94 RENDER_ITEM_INTERSTELLAR_STARS,
95 RENDER_ITEM_INTERSTELLAR_SUN,
96 RENDER_ITEM_ISLAND_POLYGON,
98 RENDER_ITEM_EXPLOSION,
101 struct render_item_info {
104 int32_t east, height, north;
107 struct render_item_vertices {
108 double x[MAX_VERTEX >> 2], y[MAX_VERTEX >> 2], z[MAX_VERTEX >> 2];
111 struct render_item_vertices_interior {
112 uint8_t set[MAX_INTERIOR_VERTEX >> 2];
113 double x[MAX_INTERIOR_VERTEX >> 2], y[4], z[MAX_INTERIOR_VERTEX >> 2];
116 struct render_item_sky {
117 double red, green, blue;
120 struct render_item_ground {
121 double red, green, blue;
124 struct render_item_polygon {
125 double red, green, blue;
127 int vertex[MAX_POLYGON];
130 struct render_item_interior14 {
131 double red, green, blue;
136 struct render_item_interior56 {
137 double red, green, blue;
144 struct render_item_line {
145 double red, green, blue;
149 struct render_item_point {
150 double red, green, blue;
154 struct render_item_planet {
155 double front_red, front_green, front_blue;
156 double back_red, back_green, back_blue;
161 struct render_item_stars {
168 struct render_item_interstars {
169 uint8_t color[MAX_INTERSTARS];
170 int16_t x[MAX_INTERSTARS], y[MAX_INTERSTARS];
174 struct render_item_explosion {
175 double red, green, blue;
176 int32_t x[MAX_EXPLOSION], y[MAX_EXPLOSION], z[MAX_EXPLOSION];
180 typedef struct render_item {
181 struct render_item *next;
182 enum render_item_type type;
184 struct render_item_info info;
185 struct render_item_vertices vertices;
186 struct render_item_vertices_interior vertices_interior;
187 struct render_item_sky sky;
188 struct render_item_ground ground;
189 struct render_item_polygon polygon;
190 struct render_item_line line;
191 struct render_item_point point;
192 struct render_item_interior14 interior14;
193 struct render_item_interior56 interior56;
194 struct render_item_planet planet;
195 struct render_item_stars stars;
196 struct render_item_interstars interstars;
197 struct render_item_explosion explosion;
201 /* information about motion in each game rendering */
202 typedef struct motion {
203 int32_t position_east, position_height, position_north;
204 double orientation_roll, orientation_pitch, orientation_yaw;
205 uint16_t orientation_raw_yaw;
206 int16_t orientation_raw_pitch;
208 double planet_inclination, planet_azimuth;
211 /* information about interpolation between two game renedrings */
212 typedef struct interpolation {
213 double offset_east, offset_height, offset_north;
214 double orientation_roll, orientation_pitch, orientation_yaw;
215 double orientation_raw_yaw, orientation_raw_pitch;
216 double planet_inclination, planet_azimuth;
217 int object_id[MAX_MOVING_OBJECTS];
218 double object_offset_east[MAX_MOVING_OBJECTS], object_offset_height[MAX_MOVING_OBJECTS], object_offset_north[MAX_MOVING_OBJECTS];
220 render_item_t *interior;
221 render_item_t *planets;
224 #define GET_ORIENTATION \
225 double roll = interpolation.orientation_roll; \
226 double pitch = interpolation.orientation_pitch; \
227 double yaw = interpolation.orientation_yaw
229 #define GET_ORIENTATION_FIX \
230 roll = motion_new.orientation_roll; \
231 pitch = motion_new.orientation_pitch; \
232 yaw = motion_new.orientation_yaw
234 /* rendering options */
235 static int extend_roads; /* extend roads in its original width, rather than just using a single point */
237 static double debug_opacity;
238 static double frustum_slope_64, frustum_slope_fov;
240 /* states while collecting render items */
241 static motion_t motion_old, motion_new;
242 static int32_t old_height_offset = 0, new_height_offset = 0;
243 static interpolation_t interpolation;
244 static int ground_index, last_ground_index = -1;
245 static int interior_level12 = 0;
246 static int interior_level34 = 0;
247 static int tag_is_object;
248 /* current render item list */
249 static render_item_t *render_list_new = NULL, **render_list_end = &render_list_new;
250 /* previous render item list */
251 static render_item_t *render_list_old = NULL;
252 /* current item to be processed */
253 static render_item_t *render_item;
254 /* current object info */
255 static render_item_t *render_item_object_info;
256 /* current vertices */
257 static render_item_t *render_item_vertices_0, *render_item_vertices_1, *render_item_vertices_2;
258 static render_item_t *render_item_vertices_planets, *render_item_vertices_interior;
264 static void render_item_add(enum render_item_type type)
266 render_item = calloc(1, sizeof(render_item_t));
268 print_error("No memory, must abort!\n");
271 render_item->type = type;
272 *render_list_end = render_item;
273 render_list_end = &render_item->next;
276 static void flush_old_items(void)
278 /* flush old render list */
279 while (render_list_old) {
280 render_item = render_list_old;
281 render_list_old = render_list_old->next;
286 /* rendering starts, initialize variables */
287 void render_capture_start(double _fov, int _extend_roads, int debug)
289 #if defined(DEBUG_COLOR) || defined(DEBUG_VERTEX)
290 printf("start rendering a new frame...\n");
295 /* move new render list to old render list */
296 render_list_old = render_list_new;
297 /* setup new render list */
298 render_list_new = NULL;
299 render_list_end = &render_list_new;
301 /* move new motion to old motion */
302 memcpy(&motion_old, &motion_new, sizeof(motion_old));
304 /* set rendering options */
306 extend_roads = _extend_roads;
307 /* set some transpareny, if debugging is enabled */
308 debug_opacity = (debug) ? 0.5 : 1.0;
310 /* calculate slope of 64 degree frustum and current FOV's frustum */
311 frustum_slope_64 = tan(64.0 / 2.0 / 180.0 * M_PI);
312 frustum_slope_fov = tan(fov / 2.0 / 180.0 * M_PI);
315 mercenary_get_location(&motion_new.position_east, &motion_new.position_height, &motion_new.position_north);
316 /* in case of player on the ground, there is no roll, so it will be reset to 0 when screen is cleared */
317 mercenary_get_orientation(&motion_new.orientation_roll, &motion_new.orientation_pitch, &motion_new.orientation_yaw);
318 mercenary_get_orientation_raw(&motion_new.orientation_raw_pitch, &motion_new.orientation_raw_yaw);
319 motion_new.planet_rotation = motion_old.planet_rotation;
320 mercenary_get_orientation_planet(&motion_new.planet_inclination, &motion_new.planet_azimuth);
322 render_item_object_info = NULL;
323 render_item_vertices_0 = render_item_vertices_1 = render_item_vertices_2 = NULL;
324 render_item_vertices_planets = NULL;
325 render_item_vertices_interior = NULL;
327 /* detect elevator movement */
328 old_height_offset = new_height_offset;
330 new_height_offset = motion_new.position_height - motion_old.position_height;
332 /* detect switching between space (-1) and over ground (>=0) */
333 last_ground_index = ground_index;
339 void render_capture_stop(void)
341 /* no new list (due to STOP_AT_WAIT_INPUT), use old list, if any */
342 if (!render_list_new) {
343 render_list_new = render_list_old;
344 render_list_end = &render_list_new;
345 render_list_old = NULL;
350 static void gamecolor2gl_index(double *red, double *green, double *blue, uint16_t index)
355 /* use given index from current palette, so we take the palette from M3:DS_0+0x1FA8 */
357 palette = mercenary_palette_render();
358 color = m68k_read_memory_16(palette + index);
360 printf("using color index (%d) from current palette, color is now 0x%04x\n", index, color);
362 if (color >= 0x8000) {
364 fprintf(stderr, "Use of color index from current palette, but index is not defined as being set!\n");
367 *red = (double)((color >> 8) & 0xf) / 15.0;
368 *green = (double)((color >> 4) & 0xf) / 15.0;
369 *blue = (double)(color & 0xf) / 15.0;
372 static void gamecolor2gl(double *red, double *green, double *blue, uint16_t color)
379 printf("color is given as 0x%04x\n", color);
382 /* color conversion: see for example M3: 0x4f830 */
383 if (color < 0x8000) {
384 /* use given color but shift it left by 1 */
387 printf("using given color, color is now 0x%04x\n", color);
389 } else if ((color & 0xff) < 0x80) {
390 gamecolor2gl_index(red, green, blue, color & 0xf);
393 /* use given index from pre-defined palette */
394 index = color & 0x7e;
395 palette = mercenary_palette_predefined();
396 color = m68k_read_memory_16(palette + index);
398 printf("offset (%d) from pre-defined palette (at 0x%x) given, color is now 0x%04x\n", index, palette, color);
400 /* now use that color info parse again (hopefully it does not contain a "pre-defined palette" again and again! */
401 if (nesting++ == 8) {
402 print_info("Color lookup from pre-defined palette is nesting too much, please fix!\n");
407 *red = (double)((color >> 8) & 0xf) / 15.0;
408 *green = (double)((color >> 4) & 0xf) / 15.0;
409 *blue = (double)(color & 0xf) / 15.0;
412 static int32_t wrap_int28(int32_t value)
419 static void store_coord(const char __attribute__((unused)) *what, uint32_t vertex, int32_t x, int32_t y, int32_t z)
422 print_info("Vertex %d is not a multiple of four!\n", vertex);
425 /* create new vertices item, if there was no vertex before, or if the vertex has different offet */
426 if (vertex < 0x100) {
427 if (!render_item || render_item->type != RENDER_ITEM_VERTICES_0) {
428 render_item_add(RENDER_ITEM_VERTICES_0);
429 /* copy vertices that have been captured already */
430 if (render_item_vertices_0)
431 memcpy(&render_item->u.vertices, &render_item_vertices_0->u.vertices, sizeof(render_item->u.vertices));
432 render_item_vertices_0 = render_item;
435 if (vertex < 0x200) {
436 if (!render_item || render_item->type != RENDER_ITEM_VERTICES_1) {
437 render_item_add(RENDER_ITEM_VERTICES_1);
438 /* copy vertices that have been captured already */
439 if (render_item_vertices_1)
440 memcpy(&render_item->u.vertices, &render_item_vertices_1->u.vertices, sizeof(render_item->u.vertices));
441 render_item_vertices_1 = render_item;
445 if (vertex < 0x300) {
446 if (!render_item || render_item->type != RENDER_ITEM_VERTICES_2) {
447 render_item_add(RENDER_ITEM_VERTICES_2);
448 /* copy vertices that have been captured already */
449 if (render_item_vertices_2)
450 memcpy(&render_item->u.vertices, &render_item_vertices_2->u.vertices, sizeof(render_item->u.vertices));
451 render_item_vertices_2 = render_item;
455 print_info("Vertex %d exceeds maximum vertex number, please fix!\n", vertex);
460 printf("storing %s coordinates: vertex=%d, x=%d, y=%d, z=%d\n", what, vertex, x, y, z);
462 /* use absolute position */
463 x += motion_new.position_east;
464 y += motion_new.position_height;
465 z += motion_new.position_north;
466 render_item->u.vertices.x[vertex] = x;
467 render_item->u.vertices.y[vertex] = y;
468 render_item->u.vertices.z[vertex] = z;
471 static void store_planets_coord(const char __attribute__((unused)) *what, uint32_t vertex, int32_t x, int32_t y, int32_t z)
474 print_info("Vertex %d is not a multiple of four!\n", vertex);
477 /* create new vertices item, if there was no vertex before, or if the vertex has different offet */
478 if (vertex >= MAX_VERTEX) {
479 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_INTERIOR_VERTEX);
482 if (!render_item || render_item->type != RENDER_ITEM_VERTICES_0) {
483 render_item_add(RENDER_ITEM_VERTICES_0);
484 /* copy vertices that have been captured already */
485 if (render_item_vertices_0)
486 memcpy(&render_item->u.vertices, &render_item_vertices_0->u.vertices, sizeof(render_item->u.vertices));
487 render_item_vertices_0 = render_item;
491 printf("storing %s coordinates: vertex=%d, x=%d, y=%d, z=%d\n", what, vertex, x, y, z);
493 render_item->u.vertices.x[vertex] = x;
494 render_item->u.vertices.y[vertex] = y;
495 render_item->u.vertices.z[vertex] = z;
498 static void store_interior_coord(const char __attribute__((unused)) *what, uint32_t vertex, int32_t x, int32_t y1, int32_t y2, int32_t y3, int32_t y4, int32_t z)
501 print_info("Vertex is not a multiple of four!\n");
504 if (vertex >= MAX_INTERIOR_VERTEX) {
505 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_INTERIOR_VERTEX);
508 if (!render_item || render_item->type != RENDER_ITEM_VERTICES_INTERIOR)
509 render_item_add(RENDER_ITEM_VERTICES_INTERIOR);
512 printf("storing %s coordinates: vertex=%d, x=%d, y=%d;%d;%d;%d, z=%d\n", what, vertex, x, y1, y2, y3, y4, z);
514 /* use absolute position */
515 x += motion_new.position_east;
516 y1 += motion_new.position_height;
517 y2 += motion_new.position_height;
518 y3 += motion_new.position_height;
519 y4 += motion_new.position_height;
520 z += motion_new.position_north;
521 render_item->u.vertices_interior.x[vertex] = (double)x;
522 render_item->u.vertices_interior.y[0] = (double)y1;
523 render_item->u.vertices_interior.y[1] = (double)y2;
524 render_item->u.vertices_interior.y[2] = (double)y3;
525 render_item->u.vertices_interior.y[3] = (double)y4;
526 render_item->u.vertices_interior.z[vertex] = (double)z;
527 render_item->u.vertices_interior.set[vertex] = 1;
530 static void rotate_coordinate(double roll, double pitch, double yaw, double *x, double *y, double *z)
532 double out_x, out_y, out_z;
534 /* rotate yaw (German: Gier, turn view to the right) */
535 out_z = (*z) * cos(yaw) - (*x) * sin(yaw);
536 out_x = (*z) * sin(yaw) + (*x) * cos(yaw);
539 /* rotate pitch (German: Nick, turn head down) */
540 out_y = (*y) * cos(pitch) - (*z) * sin(pitch);
541 out_z = (*y) * sin(pitch) + (*z) * cos(pitch);
546 /* rotate roll (tilt head to the right) */
547 out_x = (*x) * cos(roll) - (*y) * sin(roll);
548 out_y = (*x) * sin(roll) + (*y) * cos(roll);
553 /* clear screen color (sky / universe) */
554 static void clear_screen(int index)
557 printf("clear screen:\n");
560 /* allocate render item */
561 render_item_add(RENDER_ITEM_SKY);
564 gamecolor2gl_index(&render_item->u.ground.red, &render_item->u.ground.green, &render_item->u.ground.blue, 8);
566 /* store for later use after planets have been rendered */
567 ground_index = index;
571 static void draw_ground(void)
573 /* no ground in space :) */
574 if (ground_index < 0)
578 printf("add ground plane:\n");
581 /* allocate render item */
582 render_item_add(RENDER_ITEM_GROUND);
585 gamecolor2gl_index(&render_item->u.ground.red, &render_item->u.ground.green, &render_item->u.ground.blue, ground_index);
589 static void info_object(int moving)
592 printf("add object's info:\n");
595 /* allocate render item */
596 render_item_add(RENDER_ITEM_OBJECT_INFO);
599 render_item->u.info.moving = moving;
601 mercenary_get_object_info(&render_item->u.info.id, &render_item->u.info.east, &render_item->u.info.height, &render_item->u.info.north);
604 /* coordinates ready for an object */
605 static void coord_object(void)
609 x = (int16_t)REG_D[3];
610 x += (int32_t)REG_A[1];
611 y = (int16_t)REG_D[4];
612 y += (int32_t)REG_A[2];
613 z = (int16_t)REG_D[5];
614 z += (int32_t)REG_A[3];
615 store_coord("object", REG_A[0], x, y, z);
618 /* polygon of object */
619 static void poly_object(int mercenary)
621 uint32_t vertex_address = REG_A[0];
626 printf("add object's polygon:\n");
629 /* allocate render item */
630 render_item_add(RENDER_ITEM_OBJECT_POLYGON);
634 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, REG_D[0]);
637 color = m68k_read_memory_8(vertex_address++) << 8;
638 color |= m68k_read_memory_8(vertex_address++);
639 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
642 /* the vertex list is zero-terminated */
643 for (i = 0; i < MAX_POLYGON; i++) {
644 vertex = m68k_read_memory_8(vertex_address++);
645 if (vertex == 0 && i)
647 render_item->u.polygon.vertex[i] = vertex;
649 render_item->u.polygon.vertices = i;
653 static void line_object(void)
655 uint32_t vertex_address = REG_A[0];
659 printf("add object's line:\n");
662 /* allocate render item */
663 render_item_add(RENDER_ITEM_OBJECT_LINE);
666 gamecolor2gl(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, REG_D[0]);
669 vertex = m68k_read_memory_8(vertex_address++);
670 render_item->u.line.vertex[0] = vertex;
671 vertex = m68k_read_memory_8(vertex_address++);
672 render_item->u.line.vertex[1] = vertex;
675 /* coordinates ready for a beacon */
676 static void coord_beacon(void)
680 /* only 28 bits seem to be a correct signed int value */
681 x = (int32_t)(REG_D[3] << 4) / 16;
682 y = (int32_t)(REG_D[4] << 4) / 16;
683 z = (int32_t)(REG_D[5] << 4) / 16;
684 store_coord("beacon", 0, x, y, z);
687 /* point of beacon */
688 static void point_beacon(void)
691 printf("add beacon's point:\n");
694 /* allocate render item */
695 render_item_add(RENDER_ITEM_BEACON_POINT);
698 gamecolor2gl(&render_item->u.point.red, &render_item->u.point.green, &render_item->u.point.blue, REG_D[2]);
701 render_item->u.point.vertex = 0;
704 /* coordinates ready for a building (exterior) */
705 static void coord_building_exterior(void)
709 x = (int32_t)REG_D[3];
710 y = (int32_t)REG_D[4];
711 z = (int32_t)REG_D[5];
712 store_coord("building exterior", REG_A[0], x, y, z);
715 /* polygon of building (exterior) */
716 static void poly_building_exterior(void)
719 uint32_t vertex_address = REG_A[0];
724 printf("add building's polygon:\n");
727 /* allocate render item */
728 render_item_add(RENDER_ITEM_BUILDING_EXTERIOR_POLYGON);
731 color = m68k_read_memory_8(vertex_address++) << 8;
732 color |= m68k_read_memory_8(vertex_address++);
733 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
735 /* the vertex list is zero-terminated */
736 for (i = 0; i < MAX_POLYGON; i++) {
737 vertex = m68k_read_memory_8(vertex_address++);
738 if (vertex == 0 && i)
740 render_item->u.polygon.vertex[i] = vertex | 0x100;
742 render_item->u.polygon.vertices = i;
745 /* line of building (exterior) */
746 static void line_building_exterior(void)
748 uint32_t vertex_address = REG_A[0];
752 printf("add building's line:\n");
755 /* allocate render item */
756 render_item_add(RENDER_ITEM_BUILDING_EXTERIOR_LINE);
759 gamecolor2gl(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, REG_D[0]);
762 vertex = m68k_read_memory_8(vertex_address++);
763 render_item->u.line.vertex[0] = vertex | 0x100;
764 vertex = m68k_read_memory_8(vertex_address++);
765 render_item->u.line.vertex[1] = vertex | 0x100;
768 /* coordinates ready for a building (interior) */
769 static void coord_building_interior(void)
772 int32_t height1, height2, height3, height4;
774 mercenary_coord_building_interior(&east, &height1, &height2, &height3, &height4, &north);
775 store_interior_coord("interior", REG_A[0], east, height1, height2, height3, height4, north);
778 /* polygon of building (interior) */
779 static void poly_building_interior1to4(int level)
786 printf("add roof/floor's polygon at level %d:\n", level);
789 /* allocate render item */
790 render_item_add(RENDER_ITEM_BUILDING_INTERIOR_1TO4);
793 color = m68k_read_memory_8(REG_A[0]) << 8;
794 color |= m68k_read_memory_8(REG_A[0] + 1);
795 gamecolor2gl(&render_item->u.interior14.red, &render_item->u.interior14.green, &render_item->u.interior14.blue, color);
797 /* four vertices, one level */
798 for (i = 0; i < 4; i++) {
799 vertex = REG_A[(2 + i)];
800 render_item->u.interior14.vertex[i] = vertex;
802 render_item->u.interior14.level = level;
805 /* polygon of building (interior) */
806 static void poly_building_interior5to6(int level12, int level34)
811 printf("add polygon above/below window/door at level %d/%d:\n", level12, level34);
814 /* allocate render item */
815 render_item_add(RENDER_ITEM_BUILDING_INTERIOR_5TO6);
818 color = m68k_read_memory_8(REG_A[0]) << 8;
819 color |= m68k_read_memory_8(REG_A[0] + 1);
820 gamecolor2gl(&render_item->u.interior56.red, &render_item->u.interior56.green, &render_item->u.interior56.blue, color);
822 /* two vertices, two levels */
823 render_item->u.interior56.vertex14 = REG_A[2];
824 render_item->u.interior56.vertex23 = REG_A[3];
825 render_item->u.interior56.level12 = level12;
826 render_item->u.interior56.level34 = level34;
829 /* wall part of a building */
830 static void wall_building(void)
833 printf("add wall:\n");
836 /* allocate render item */
837 render_item_add(RENDER_ITEM_BUILDING_INTERIOR_WALL);
840 gamecolor2gl(&render_item->u.interior56.red, &render_item->u.interior56.green, &render_item->u.interior56.blue, REG_D[3]);
842 /* two vertices, two levels */
843 render_item->u.interior56.vertex14 = REG_A[1];
844 render_item->u.interior56.vertex23 = REG_A[2];
845 /* get top level according to bit 12 in D3 */
846 render_item->u.interior56.level12 = (REG_D[3] & (1 << 12)) ? 3 : 2;
847 render_item->u.interior56.level34 = 1;
850 /* coordinates ready for comet tail */
851 static void coord_comet(void)
855 x = (int32_t)REG_D[3];
856 y = (int32_t)REG_D[4];
857 z = (int32_t)REG_D[5];
858 store_planets_coord("comet tail", REG_A[0], x, y, z);
861 /* polygon of comet tail */
862 static void poly_comet(void)
865 uint32_t vertex_address = REG_A[0];
870 printf("add comet's polygon:\n");
873 /* allocate render item */
874 render_item_add(RENDER_ITEM_COMET_POLYGON);
877 color = m68k_read_memory_8(vertex_address++) << 8;
878 color |= m68k_read_memory_8(vertex_address++);
879 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
881 /* the vertex list is zero-terminated */
882 for (i = 0; i < MAX_POLYGON; i++) {
883 vertex = m68k_read_memory_8(vertex_address++);
884 if (vertex == 0 && i)
886 render_item->u.polygon.vertex[i] = vertex;
888 render_item->u.polygon.vertices = i;
891 /* coordinates ready for lines of a road / ground surface */
892 static void coord_line_road(void)
897 y = -motion_new.position_height;
899 store_coord("road", REG_A[0], x, y, z);
903 static void line_road(void)
908 printf("add road's line:\n");
911 /* allocate render item */
912 render_item_add(RENDER_ITEM_ROAD_LINE);
915 gamecolor2gl_index(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, mercenary_street_color_index());
919 render_item->u.line.vertex[0] = vertex;
921 render_item->u.line.vertex[1] = vertex;
924 /* coordinates ready for polygons of a road / ground surface */
925 static void coord_poly_road(void)
929 x = m68k_read_memory_32(320 + REG_A[0]);
931 /* the A2 is already converted to game's coordinate, so we use the memory location DS_0+0x1DBA (m3) instead */
932 y = -motion_new.position_height;
933 z = m68k_read_memory_32(576 + REG_A[0]);
935 store_coord("road/place", REG_A[0], x, y, z);
938 /* polygon of road */
939 static void poly_road()
942 uint32_t vertex_address = REG_A[0];
947 printf("add road/place's polygon:\n");
950 /* allocate render item */
951 render_item_add(RENDER_ITEM_ROAD_POLYGON);
954 color = m68k_read_memory_8(vertex_address++) << 8;
955 color |= m68k_read_memory_8(vertex_address++);
956 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
958 /* the vertex list is zero-terminated */
959 for (i = 0; i < MAX_POLYGON; i++) {
960 vertex = m68k_read_memory_8(vertex_address++);
961 if (vertex == 0 && i)
963 render_item->u.polygon.vertex[i] = vertex;
965 render_item->u.polygon.vertices = i;
968 /* coordinates ready for tags */
969 static void coord_tags(void)
973 x = (int16_t)REG_D[3];
974 x += (int32_t)REG_A[1];
975 y = (int16_t)REG_D[4];
976 y += (int32_t)REG_A[2];
977 z = (int16_t)REG_D[5];
978 z += (int32_t)REG_A[3];
979 store_coord("tags", REG_A[0], x, y, z);
982 /* coordinates ready for large tags */
983 static void coord_tags2(void)
987 x = (int16_t)REG_D[3];
988 x += 2 * (int32_t)REG_A[1];
989 y = (int16_t)REG_D[4];
990 y += 2 * (int32_t)REG_A[2];
991 z = (int16_t)REG_D[5];
992 z += 2 * (int32_t)REG_A[3];
993 store_coord("large tags", REG_A[0], x, y, z);
997 static void line_tags(int last_color)
999 uint32_t vertex_address = REG_A[0];
1003 printf("add tag's line:\n");
1006 /* allocate render item */
1007 render_item_add((tag_is_object) ? RENDER_ITEM_TAG_LINE_OBJECT : RENDER_ITEM_TAG_LINE_OTHER);
1011 gamecolor2gl(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, REG_D[0]);
1013 gamecolor2gl_index(&render_item->u.line.red, &render_item->u.line.green, &render_item->u.line.blue, mercenary_line_tags_index());
1016 vertex = m68k_read_memory_8(vertex_address++);
1017 render_item->u.line.vertex[0] = vertex | 0x200;
1018 vertex = m68k_read_memory_8(vertex_address++);
1019 render_item->u.line.vertex[1] = vertex | 0x200;
1022 /* polygon of tags */
1023 static void poly_tags(int last_color)
1025 uint32_t vertex_address = REG_A[0];
1030 printf("add tag's polygon:\n");
1033 /* allocate render item */
1034 render_item_add((tag_is_object) ? RENDER_ITEM_TAG_POLYGON_OBJECT : RENDER_ITEM_TAG_POLYGON_OTHER);
1038 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, REG_D[0]);
1040 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, mercenary_poly_tags_color());
1041 /* the vertex list is zero-terminated */
1042 for (i = 0; i < MAX_POLYGON; i++) {
1043 vertex = m68k_read_memory_8(vertex_address++);
1044 if (vertex == 0 && i)
1046 render_item->u.polygon.vertex[i] = vertex | 0x200;
1048 render_item->u.polygon.vertices = i;
1051 /* coordinates ready for planet */
1052 static void coord_planet(void)
1056 x = (int32_t)REG_D[3];
1057 y = (int32_t)REG_D[4];
1058 z = (int32_t)REG_D[5];
1059 store_planets_coord("planet", REG_A[0], x, y, z);
1063 static void draw_planet(int comet)
1066 uint32_t scale_index;
1067 double scale1, scale2;
1071 /* fixing (not noticable) bug in game: don't render comet twice */
1072 if (!comet && vertex == 116)
1076 printf("add planet/comet/sun: vertex=%d color=%08x\n", vertex, color);
1079 /* allocate render item */
1080 render_item_add(RENDER_ITEM_PLANET);
1084 /* make comet black on front side and bright on back */
1085 gamecolor2gl(&render_item->u.planet.front_red, &render_item->u.planet.front_green, &render_item->u.planet.front_blue, 0x000);
1086 gamecolor2gl(&render_item->u.planet.back_red, &render_item->u.planet.back_green, &render_item->u.planet.back_blue, 0x777);
1089 gamecolor2gl(&render_item->u.planet.front_red, &render_item->u.planet.front_green, &render_item->u.planet.front_blue, REG_D[0]);
1090 /* use background color for dark side */
1091 gamecolor2gl(&render_item->u.planet.back_red, &render_item->u.planet.back_green, &render_item->u.planet.back_blue, mercenary_background_index() | 0x8000);
1095 render_item->u.planet.vertex = vertex;
1097 /* I REVERSED THE F*CKING PLANET SIZE, took me half a day!
1098 * the long word 21584(A0) contains two scales
1099 * the lower word contains the scale between 4096 .. 8191, this is 1.0 .. 2.0
1100 * the upper word defines how much this scale is shifted to the left.
1102 scale_index = mercenary_planet_scale_index();
1103 scale1 = (double)(m68k_read_memory_16(scale_index + 2 + vertex) & 0x1fff) / 8192.0;
1104 scale2 = (double)(1 << (uint16_t)m68k_read_memory_16(scale_index + vertex));
1105 render_item->u.planet.size = scale1 * scale2 / 128.0;
1109 static void draw_stars(int16_t v_offset, int tilt, int above_zenith)
1112 printf("add stars\n");
1115 /* allocate render item */
1116 render_item_add(RENDER_ITEM_STARS);
1118 /* vertical offset */
1119 render_item->u.stars.v_offset = v_offset;
1121 /* if we fly over the planet, we have tilt, so we get the calculated tilt value from game */
1122 render_item->u.stars.tilt = tilt;
1124 render_item->u.stars.tilt_value = (int32_t)REG_A[4];
1126 /* stars above zenith */
1127 render_item->u.stars.above_zenith = above_zenith;
1130 /* stars of interstellar flight */
1131 static void draw_stars_interstellar(void)
1137 printf("add interstellar stars\n");
1140 /* allocate render item */
1141 render_item_add(RENDER_ITEM_INTERSTELLAR_STARS);
1144 count = REG_D[5] + 1;
1145 if (count > MAX_INTERSTARS) {
1146 print_info("Expecting maximum of %d stars here, plese fix!\n", MAX_INTERSTARS);
1149 for (i = 0; i < count; i++) {
1152 render_item->u.interstars.color[i] = (m68k_read_memory_16(table) >> 5) & 0xf;
1154 render_item->u.interstars.x[i] = m68k_read_memory_16(table);
1156 render_item->u.interstars.y[i] = m68k_read_memory_16(table);
1159 render_item->u.interstars.count = count;
1162 /* sun of interstellar flight (center dot) */
1163 static void draw_sun_interstellar(void)
1166 printf("add interstellar sun\n");
1169 /* allocate render item */
1170 render_item_add(RENDER_ITEM_INTERSTELLAR_SUN);
1173 /* coordinates ready for polygons of islands */
1174 static void coord_islands(void)
1178 x = ((int16_t)m68k_read_memory_16(REG_A[4] - 2) * 65536);
1179 x += (int32_t)REG_A[1];
1180 /* the A2 is already converted to game's coordinate, so we use the memory location DS_0+0x1DBA instead */
1181 y = -motion_new.position_height;
1182 z = ((int16_t)m68k_read_memory_16(REG_A[4]) * 65536);
1183 z += (int32_t)REG_A[3];
1184 store_coord("island", REG_A[0], x, y, z);
1187 /* polygon of island */
1188 static void poly_island()
1191 uint32_t vertex_address = REG_A[0];
1196 printf("add island:\n");
1199 /* allocate render item */
1200 render_item_add(RENDER_ITEM_ISLAND_POLYGON);
1203 color = m68k_read_memory_8(vertex_address++) << 8;
1204 color |= m68k_read_memory_8(vertex_address++);
1205 gamecolor2gl(&render_item->u.polygon.red, &render_item->u.polygon.green, &render_item->u.polygon.blue, color);
1207 /* the vertex list is zero-terminated */
1209 while (i < MAX_POLYGON) {
1210 vertex = m68k_read_memory_8(vertex_address++);
1211 if (vertex == 0 && i)
1213 /* skip mysterious points when rendering island */
1216 render_item->u.polygon.vertex[i] = vertex;
1219 render_item->u.polygon.vertices = i;
1223 static void draw_sights(void)
1226 printf("add sights:\n");
1229 /* allocate render item */
1230 render_item_add(RENDER_ITEM_SIGHTS);
1233 static void draw_explosion(void)
1238 printf("add explosion:\n");
1241 /* allocate render item */
1242 if (!render_item || render_item->type != RENDER_ITEM_EXPLOSION) {
1243 render_item_add(RENDER_ITEM_EXPLOSION);
1244 /* get color from render palette */
1245 color = (m68k_read_memory_16(mercenary_palette_view() + 13*2) & 0xfff) >> 1;
1246 gamecolor2gl(&render_item->u.explosion.red, &render_item->u.explosion.green, &render_item->u.explosion.blue, color);
1247 render_item->u.explosion.count = 0;
1249 if (render_item->u.explosion.count == MAX_EXPLOSION)
1251 render_item->u.explosion.x[render_item->u.explosion.count] = REG_D[3];
1252 render_item->u.explosion.y[render_item->u.explosion.count] = REG_D[4];
1253 render_item->u.explosion.z[render_item->u.explosion.count] = REG_D[5];
1254 render_item->u.explosion.count++;
1257 /* stop event from CPU received */
1258 void render_capture_event(int event)
1261 case STOP_AT_CLEAR_SCREEN1:
1262 clear_screen(16); /* color 16 is raster split */
1263 /* in case of screen clearing on the ground, there is no roll */
1264 motion_new.orientation_roll = 0;
1266 case STOP_AT_CLEAR_SCREEN2:
1269 case STOP_AT_CLEAR_SCREEN3:
1270 clear_screen(-1); /* no ground (in universe) */
1272 case STOP_AT_DRAW_GROUND:
1275 case STOP_AT_INFO_OBJECT_MOVING:
1278 case STOP_AT_INFO_OBJECT_FIX:
1281 case STOP_AT_TAG_IS_OBJECT_1:
1284 case STOP_AT_TAG_IS_OBJECT_0:
1287 case STOP_AT_COORD_OBJECT:
1290 case STOP_AT_POLY_OBJECT_M3:
1293 case STOP_AT_POLY_OBJECT_M2:
1296 case STOP_AT_LINE_OBJECT:
1299 case STOP_AT_COORD_BEACON:
1302 case STOP_AT_POINT_BEACON:
1305 case STOP_AT_COORD_BUILDING_EXTERIOR:
1306 coord_building_exterior();
1308 case STOP_AT_POLY_BUILDING_EXTERIOR:
1309 poly_building_exterior();
1311 case STOP_AT_LINE_BUILDING_EXTERIOR:
1312 line_building_exterior();
1314 case STOP_AT_COORD_BUILDING_INTERIOR:
1315 coord_building_interior();
1317 case STOP_AT_POLY_BUILDING_INTERIOR1:
1319 interior_level12 = 1;
1320 interior_level34 = 1;
1322 case STOP_AT_POLY_BUILDING_INTERIOR2:
1324 interior_level12 = 2;
1325 interior_level34 = 2;
1327 case STOP_AT_POLY_BUILDING_INTERIOR3:
1328 /* door/window top */
1329 interior_level12 = 3;
1330 interior_level34 = 3;
1332 case STOP_AT_POLY_BUILDING_INTERIOR4:
1334 interior_level12 = 4;
1335 interior_level34 = 4;
1337 case STOP_AT_POLY_BUILDING_INTERIOR5:
1338 /* door/window top */
1339 interior_level12 = 2;
1340 interior_level34 = 3;
1342 case STOP_AT_POLY_BUILDING_INTERIOR6:
1344 interior_level12 = 1;
1345 interior_level34 = 4;
1347 case STOP_AT_POLY_BUILDING_INTERIOR1to4:
1348 /* before we come here, we must already passed the break points above, so we know the level to be rendered */
1349 if (interior_level12 == 0) {
1350 print_info("Interior level is not set, please fix!\n");
1353 poly_building_interior1to4(interior_level12);
1354 interior_level12 = 0;
1356 case STOP_AT_POLY_BUILDING_INTERIOR5to6:
1357 /* before we come here, we must already passed the break points above, so we know the level to be rendered */
1358 if (interior_level12 == 0) {
1359 print_info("Interior level is not set, please fix!\n");
1362 poly_building_interior5to6(interior_level12, interior_level34);
1363 interior_level12 = 0;
1365 case STOP_AT_WALL_BUILDING:
1368 case STOP_AT_COORD_COMET:
1371 case STOP_AT_MATRIX_COMET:
1372 case STOP_AT_MATRIX_PLANET:
1373 /* track the rotation matrix
1374 * if we have 0x42c44 matrix, we must add extra rotation to planet.
1375 * the rotation will change the view from the planet's surface */
1376 if (REG_A[4] == 0x42c44) /* same with M2 and M3 */
1377 motion_new.planet_rotation = 1;
1379 motion_new.planet_rotation = 0;
1381 case STOP_AT_POLY_COMET:
1384 case STOP_AT_COORD_LINE_ROADS:
1387 case STOP_AT_LINE_ROADS:
1390 case STOP_AT_COORD_POLY_ROADS:
1393 case STOP_AT_LINE_ROADS_CENTER:
1394 /* we don't need to render center lines of roads, because there are polygons already
1395 * it does not make sense, since OpenGL has much higher resolution.
1398 case STOP_AT_POLY_ROADS:
1401 case STOP_AT_COORD_TAGS:
1404 case STOP_AT_COORD_TAGS2:
1407 case STOP_AT_LINE_TAGS1:
1410 case STOP_AT_LINE_TAGS2:
1413 case STOP_AT_POLY_TAGS1:
1416 case STOP_AT_POLY_TAGS2:
1419 case STOP_AT_COORD_PLANET:
1422 case STOP_AT_DRAW_PLANET:
1425 case STOP_AT_DRAW_COMET:
1428 case STOP_AT_DRAW_STARS_SPACE:
1429 /* render stars with vertical offset 0x1c0, no tilt, not above zenith */
1430 draw_stars(0x1c0, 0, 0);
1432 case STOP_AT_DRAW_STARS_GROUND:
1433 /* render stars with vertical offset 0x128, no tilt, not above zenith */
1434 draw_stars(0x128, 0, 0); /* yet it's hex 128! */
1436 case STOP_AT_DRAW_STARS_FLYING:
1437 /* render stars with vertical offset 0x128, with tilt, not above zenith */
1438 draw_stars(0x128, 1, 0); /* yet it's hex 128! */
1440 case STOP_AT_DRAW_STARS_FLYING2:
1441 /* render stars with vertical offset 0x128, with tilt, and above zenith */
1442 draw_stars(0x128, 1, 1); /* yet it's hex 128! */
1444 case STOP_AT_DRAW_STARS_INTERSTELLAR:
1445 draw_stars_interstellar();
1447 case STOP_AT_DRAW_SUN_INTERSTELLAR:
1448 draw_sun_interstellar();
1450 case STOP_AT_COORD_ISLANDS:
1453 case STOP_AT_POLY_ISLANDS:
1456 case STOP_AT_LINE_ISLANDS:
1457 /* this is not used, as i had noticed so far */
1458 puts("line island");
1460 case STOP_AT_DRAW_SIGHTS:
1463 case STOP_AT_POLY_UKN2:
1466 case STOP_AT_EXPLOSION:
1476 static int use_coord(const char __attribute__((unused)) *what, uint32_t vertex, double *x, double *y, double *z, int fix)
1478 render_item_t *ri = NULL;
1481 print_info("Vertex %d is not a multiple of four!\n", vertex);
1484 if (vertex < 0x100) {
1485 if (!render_item_vertices_0) {
1486 print_info("Vertices item for vertex %d not yet set!\n", vertex);
1489 ri = render_item_vertices_0;
1491 if (vertex < 0x200) {
1492 if (!render_item_vertices_1) {
1493 print_info("Vertices item for vertex %d not yet set!\n", vertex);
1496 ri = render_item_vertices_1;
1499 if (vertex < 0x300) {
1500 if (!render_item_vertices_2) {
1501 print_info("Vertices item for vertex %d not yet set!\n", vertex);
1504 ri = render_item_vertices_2;
1507 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
1511 /* translate to original position */
1512 *x = ri->u.vertices.x[vertex] - motion_new.position_east;
1513 *y = ri->u.vertices.y[vertex] - motion_new.position_height;
1514 *z = ri->u.vertices.z[vertex] - motion_new.position_north;
1516 /* translate to floating (interpolated) position offset */
1517 *x -= interpolation.offset_east;
1518 *y -= interpolation.offset_height;
1519 *z -= interpolation.offset_north;
1522 printf("using %s coordinates: vertex=%d, x=%.0f, y=%.0f, z=%.0f\n", what, vertex, *x, *y, *z);
1528 static int use_planet_coord(const char __attribute__((unused)) *what, uint32_t vertex, double *x, double *y, double *z)
1530 render_item_t *ri = NULL;
1533 print_info("Vertex %d is not a multiple of four!\n", vertex);
1536 if (vertex >= MAX_VERTEX) {
1537 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
1540 if (interpolation.planets)
1541 ri = interpolation.planets;
1543 ri = render_item_vertices_0;
1545 print_info("Vertices item for planets verticies not yet set!\n");
1549 *x = ri->u.vertices.x[vertex];
1550 *y = ri->u.vertices.y[vertex];
1551 *z = ri->u.vertices.z[vertex];
1553 printf("using %s coordinates: vertex=%d, x=%.0f, y=%.0f, z=%.0f\n", what, vertex, *x, *y, *z);
1559 static int use_interior_coord(const char __attribute__((unused)) *what, uint32_t vertex, int level, double *x, double *y, double *z)
1562 print_info("Vertex is not a multiple of four!\n");
1565 if (vertex >= MAX_INTERIOR_VERTEX) {
1566 print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
1569 if (level < 1 || level > 4) {
1570 print_info("Level %d is out of range (1..4)!\n", level);
1573 if (!render_item_vertices_interior) {
1574 print_info("Vertices item for interior verticies not yet set!\n");
1578 *x = render_item_vertices_interior->u.vertices_interior.x[vertex];
1579 *y = render_item_vertices_interior->u.vertices_interior.y[level - 1];
1580 *z = render_item_vertices_interior->u.vertices_interior.z[vertex];
1581 /* translate to position back to original */
1582 *x -= motion_new.position_east;
1583 *y -= motion_new.position_height;
1584 *z -= motion_new.position_north;
1585 /* translate to floating (interpolated) position offset */
1586 *x -= interpolation.offset_east;
1587 *y -= interpolation.offset_height;
1588 *z -= interpolation.offset_north;
1591 printf("using %s coordinates: vertex=%d, x=%.0f, y=%.0f, z=%.0f\n", what, vertex, *x, *y, *z);
1597 /* renders one item from render list */
1598 void render_one_item(render_item_t *render_item)
1600 switch (render_item->type) {
1601 case RENDER_ITEM_OBJECT_INFO:
1604 printf("RENDER_ITEM_OBJECT_INFO object-id=%d\n", render_item->u.info.id);
1606 render_item_object_info = render_item;
1609 case RENDER_ITEM_VERTICES_0:
1612 printf("RENDER_ITEM_VERTICES_0\n");
1614 render_item_vertices_0 = render_item;
1617 case RENDER_ITEM_VERTICES_1:
1620 printf("RENDER_ITEM_VERTICES_1\n");
1622 render_item_vertices_1 = render_item;
1625 case RENDER_ITEM_VERTICES_2:
1628 printf("RENDER_ITEM_VERTICES_2\n");
1630 render_item_vertices_2 = render_item;
1633 case RENDER_ITEM_VERTICES_INTERIOR:
1636 printf("RENDER_ITEM_VERTICES_INTERIOR\n");
1638 if (interpolation.interior)
1639 render_item_vertices_interior = interpolation.interior;
1641 render_item_vertices_interior = render_item;
1644 case RENDER_ITEM_SKY:
1646 double x[4], y[4], z[4];
1649 printf("RENDER_ITEM_SKY\n");
1652 opengl_render_color(render_item->u.sky.red, render_item->u.sky.green, render_item->u.sky.blue, 1.0);
1653 /* create plane to fill view */
1654 x[0] = x[1] = y[1] = y[2] = -1000000;
1655 x[2] = x[3] = y[0] = y[3] = 1000000;
1656 z[0] = z[1] = z[2] = z[3] = 10;
1658 opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sky (background) is always visible! */
1661 case RENDER_ITEM_GROUND:
1664 double x[4], y[4], z[4];
1668 printf("RENDER_ITEM_GROUND\n");
1671 opengl_render_color(render_item->u.ground.red, render_item->u.ground.green, render_item->u.ground.blue, 1.0);
1672 yaw = 0.0; /* no need to rotate x-z plane, we don't want look at a corner of the 'ground-square' */
1673 /* create huge square */
1674 x[0] = x[1] = z[1] = z[2] = -1000000;
1675 x[2] = x[3] = z[0] = z[3] = 1000000;
1676 y[0] = y[1] = y[2] = y[3] = -10;
1678 for (i = 0; i < 4; i++)
1679 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1681 opengl_render_polygon(x, y, z, 4, 0); /* no culling, because gound is always visible! */
1684 case RENDER_ITEM_OBJECT_POLYGON:
1685 case RENDER_ITEM_TAG_POLYGON_OBJECT:
1686 case RENDER_ITEM_TAG_POLYGON_OTHER:
1687 case RENDER_ITEM_ISLAND_POLYGON:
1691 double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
1696 if (render_item->type == RENDER_ITEM_OBJECT_POLYGON)
1697 printf("RENDER_ITEM_OBJECT_POLYGON\n");
1698 if (render_item->type == RENDER_ITEM_TAG_POLYGON_OBJECT)
1699 printf("RENDER_ITEM_TAG_POLYGON_OBJECT\n");
1700 if (render_item->type == RENDER_ITEM_TAG_POLYGON_OTHER)
1701 printf("RENDER_ITEM_TAG_POLYGON_OTHER\n");
1702 if (render_item->type == RENDER_ITEM_ISLAND_POLYGON)
1703 printf("RENDER_ITEM_ISLAND_POLYGON\n");
1706 /* special case where we don't want to interpolate motion (taxi/busses/intercity) */
1707 if ((render_item->type == RENDER_ITEM_OBJECT_POLYGON || render_item->type == RENDER_ITEM_TAG_POLYGON_OBJECT) && render_item_object_info && !render_item_object_info->u.info.moving) {
1708 // GET_ORIENTATION_FIX;
1713 opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
1714 /* get and rotate vertex */
1715 for (i = 0; i < render_item->u.polygon.vertices; i++) {
1717 rc = use_coord("object", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i], fix);
1720 /* interpolate motion, if object is moving */
1721 if ((render_item->type == RENDER_ITEM_OBJECT_POLYGON || render_item->type == RENDER_ITEM_TAG_POLYGON_OBJECT) && render_item_object_info && render_item_object_info->u.info.moving) {
1722 for (o = 0; o < interpolation.object_count; o++) {
1723 if (interpolation.object_id[o] == render_item_object_info->u.info.id)
1726 if (o < interpolation.object_count) {
1727 x[i] += interpolation.object_offset_east[o];
1728 y[i] += interpolation.object_offset_height[o];
1729 z[i] += interpolation.object_offset_north[o];
1733 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1736 opengl_render_polygon(x, y, z, render_item->u.polygon.vertices, 1); /* back face culling */
1739 case RENDER_ITEM_OBJECT_LINE:
1740 case RENDER_ITEM_TAG_LINE_OBJECT:
1741 case RENDER_ITEM_TAG_LINE_OTHER:
1745 double x[2], y[2], z[2];
1750 if (render_item->type == RENDER_ITEM_OBJECT_LINE)
1751 printf("RENDER_ITEM_OBJECT_LINE\n");
1752 if (render_item->type == RENDER_ITEM_TAG_LINE_OBJECT)
1753 printf("RENDER_ITEM_TAG_LINE_OBJECT\n");
1754 if (render_item->type == RENDER_ITEM_TAG_LINE_OTHER)
1755 printf("RENDER_ITEM_TAG_LINE_OTHER\n");
1758 /* special case where we don't want to interpolate motion (taxi/busses/intercity) */
1759 if ((render_item->type == RENDER_ITEM_OBJECT_LINE || render_item->type == RENDER_ITEM_TAG_LINE_OBJECT) && render_item_object_info && !render_item_object_info->u.info.moving) {
1760 // GET_ORIENTATION_FIX;
1765 opengl_render_color(render_item->u.line.red, render_item->u.line.green, render_item->u.line.blue, debug_opacity);
1766 /* get and rotate vertex */
1767 for (i = 0; i < 2; i++) {
1769 rc = use_coord("object", render_item->u.line.vertex[i], &x[i], &y[i], &z[i], fix);
1772 /* interpolate motion, if object is moving */
1773 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) {
1774 for (o = 0; o < interpolation.object_count; o++) {
1775 if (interpolation.object_id[o] == render_item_object_info->u.info.id)
1778 if (o < interpolation.object_count) {
1779 x[i] += interpolation.object_offset_east[o];
1780 y[i] += interpolation.object_offset_height[o];
1781 z[i] += interpolation.object_offset_north[o];
1785 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1788 opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
1791 case RENDER_ITEM_BEACON_POINT:
1798 printf("RENDER_ITEM_BEACON_POINT\n");
1801 opengl_render_color(render_item->u.point.red, render_item->u.point.green, render_item->u.point.blue, debug_opacity);
1803 rc = use_coord("beacon", render_item->u.point.vertex, &x, &y, &z, 0);
1807 rotate_coordinate(roll, pitch, yaw, &x, &y, &z);
1809 opengl_render_point(x, y, z, 0.0);
1812 case RENDER_ITEM_BUILDING_EXTERIOR_POLYGON:
1815 double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
1820 printf("RENDER_ITEM_BUILDING_EXTERIOR_POLYGON\n");
1823 opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
1824 /* get and rotate vertex */
1825 for (i = 0; i < render_item->u.polygon.vertices; i++) {
1827 rc = use_coord("building exterior", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i], 0);
1831 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1834 opengl_render_polygon(x, y, z, render_item->u.polygon.vertices, 1); /* back face culling */
1837 case RENDER_ITEM_BUILDING_EXTERIOR_LINE:
1840 double x[2], y[2], z[2];
1845 printf("RENDER_ITEM_BUILDING_EXTERIOR_LINE\n");
1848 opengl_render_color(render_item->u.line.red, render_item->u.line.green, render_item->u.line.blue, debug_opacity);
1849 /* get and rotate vertex */
1850 for (i = 0; i < 2; i++) {
1852 rc = use_coord("building exterior", render_item->u.line.vertex[i], &x[i], &y[i], &z[i], 0);
1856 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1859 opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
1862 case RENDER_ITEM_BUILDING_INTERIOR_1TO4:
1865 double x[4], y[4], z[4];
1870 printf("RENDER_ITEM_BUILDING_INTERIOR_1TO4\n");
1873 opengl_render_color(render_item->u.interior14.red, render_item->u.interior14.green, render_item->u.interior14.blue, debug_opacity);
1874 /* get and rotate vertex */
1875 for (i = 0; i < 4; i++) {
1877 rc = use_interior_coord("building exterior", render_item->u.interior14.vertex[i], render_item->u.interior14.level, &x[i], &y[i], &z[i]);
1881 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1884 opengl_render_polygon(x, y, z, 4, 1); /* back face culling */
1887 case RENDER_ITEM_BUILDING_INTERIOR_5TO6:
1890 double x[4], y[4], z[4];
1896 printf("RENDER_ITEM_BUILDING_INTERIOR_5TO6\n");
1899 opengl_render_color(render_item->u.interior56.red, render_item->u.interior56.green, render_item->u.interior56.blue, debug_opacity);
1900 /* get and rotate vertex */
1901 for (i = 0; i < 4; i++) {
1903 vertex = (i == 0 || i == 3) ? render_item->u.interior56.vertex14 : render_item->u.interior56.vertex23;
1904 level = (i == 0 || i == 1) ? render_item->u.interior56.level12 : render_item->u.interior56.level34;
1905 rc = use_interior_coord("building interior", vertex, level, &x[i], &y[i], &z[i]);
1909 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1912 opengl_render_polygon(x, y, z, 4, 1); /* back face culling */
1915 case RENDER_ITEM_BUILDING_INTERIOR_WALL:
1918 double x[4], y[4], z[4];
1924 printf("RENDER_ITEM_BUILDING_INTERIOR_WALL\n");
1927 opengl_render_color(render_item->u.interior56.red, render_item->u.interior56.green, render_item->u.interior56.blue, debug_opacity);
1928 /* chedck if wall is a rectangle or a line */
1929 if (render_item->u.interior56.vertex14 != render_item->u.interior56.vertex23) {
1930 /* get and rotate vertex */
1931 for (i = 0; i < 4; i++) {
1933 vertex = (i == 0 || i == 3) ? render_item->u.interior56.vertex14 : render_item->u.interior56.vertex23;
1934 level = (i == 0 || i == 1) ? render_item->u.interior56.level12 : render_item->u.interior56.level34;
1935 rc = use_interior_coord("building interior", vertex, level, &x[i], &y[i], &z[i]);
1939 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1942 opengl_render_polygon_and_line(x, y, z, 4); /* no culling, because walls are always visible! */
1944 /* get and rotate vertex */
1945 for (i = 0; i < 2; i++) {
1947 vertex = render_item->u.interior56.vertex14;
1948 level = (i == 0) ? render_item->u.interior56.level12 : render_item->u.interior56.level34;
1949 rc = use_interior_coord("building interior", vertex, level, &x[i], &y[i], &z[i]);
1953 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1956 opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
1960 case RENDER_ITEM_COMET_POLYGON:
1963 double inclination = interpolation.planet_inclination, azimuth = interpolation.planet_azimuth;
1964 double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
1969 printf("RENDER_ITEM_COMET_POLYGON\n");
1972 opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
1973 /* get and rotate vertex */
1974 for (i = 0; i < render_item->u.polygon.vertices; i++) {
1976 rc = use_planet_coord("comet tail", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i]);
1980 if (motion_new.planet_rotation)
1981 rotate_coordinate(0.0, inclination, azimuth, &x[i], &y[i], &z[i]);
1982 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
1985 opengl_render_polygon_and_line(x, y, z, render_item->u.polygon.vertices); /* no culling, because we render only two (out of four) planes! */
1988 case RENDER_ITEM_ROAD_LINE:
1991 double x[2], y[2], z[2];
1996 printf("RENDER_ITEM_ROAD_LINE\n");
1999 opengl_render_color(render_item->u.line.red, render_item->u.line.green, render_item->u.line.blue, debug_opacity);
2000 /* get and rotate vertex */
2001 for (i = 0; i < 2; i++) {
2003 rc = use_coord("road", render_item->u.line.vertex[i], &x[i], &y[i], &z[i], 0);
2007 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
2010 opengl_render_line(x[0], y[0], z[0], x[1], y[1], z[1], 0.0);
2013 case RENDER_ITEM_ROAD_POLYGON:
2016 double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
2018 uint32_t vertex, vertex_prev, vertex_next;
2019 double x_current, y_current, z_current;
2020 double x_prev, y_prev, z_prev;
2021 double x_next, y_next, z_next;
2026 printf("RENDER_ITEM_ROAD_POLYGON\n");
2029 opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
2030 /* get and rotate vertex */
2032 vertices_num = render_item->u.polygon.vertices;
2033 for (v = 0; v < vertices_num; v++) {
2035 vertex = render_item->u.polygon.vertex[v];
2036 rc = use_coord("road/place", vertex, &x_current, &y_current, &z_current, 0);
2039 /* check for road extension, so we extend the road to the given end point */
2040 if (extend_roads && vertex >= 0xf0) {
2041 /* previous vertex */
2042 vertex_prev = render_item->u.polygon.vertex[(v + vertices_num - 1) % vertices_num];
2043 rc = use_coord("road/place", vertex_prev, &x_prev, &y_prev, &z_prev, 0);
2047 vertex_next = render_item->u.polygon.vertex[(v + 1) % vertices_num];
2048 rc = use_coord("road/place", vertex_next, &x_next, &y_next, &z_next, 0);
2051 /* extend vertices to end point position
2052 * change x or z coordinate, whatever is greater
2054 if (fabs(x_prev - x_current) > fabs(z_prev - z_current))
2055 x_prev = x_next = x_current;
2057 z_prev = z_next = z_current;
2058 /* store vertices */
2063 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
2064 if (i++ == MAX_POLYGON)
2070 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
2071 if (i++ == MAX_POLYGON)
2075 /* no extension, just keep the current point as is */
2080 rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
2081 if (i++ == MAX_POLYGON)
2086 opengl_render_polygon(x, y, z, i, 0); /* no culling, because polygons lay on the gound and are always visible! */
2089 case RENDER_ITEM_PLANET:
2092 double inclination = interpolation.planet_inclination, azimuth = interpolation.planet_azimuth;
2093 double sun_x, sun_y, sun_z, angle_sun;
2094 double loc_x, loc_y, loc_z, angle_loc;
2095 double x[PLANET_VERTICES], y[PLANET_VERTICES], z[PLANET_VERTICES];
2101 printf("RENDER_ITEM_PLANET\n");
2104 rc = use_planet_coord("planet(sun)", 0, &sun_x, &sun_y, &sun_z);
2107 rc = use_planet_coord("planet", render_item->u.planet.vertex, &loc_x, &loc_y, &loc_z);
2111 size = render_item->u.planet.size;
2113 if (motion_new.planet_rotation) {
2114 rotate_coordinate(0.0, inclination, azimuth, &sun_x, &sun_y, &sun_z);
2115 rotate_coordinate(0.0, inclination, azimuth, &loc_x, &loc_y, &loc_z);
2117 rotate_coordinate(roll, pitch, yaw, &sun_x, &sun_y, &sun_z);
2118 rotate_coordinate(roll, pitch, yaw, &loc_x, &loc_y, &loc_z);
2120 /* calculate direction of the sun */
2121 angle_sun = atan2(sun_x, sun_z);
2122 angle_loc = atan2(loc_x, loc_z);
2123 angle = angle_sun - angle_loc;
2125 angle -= 2.0 * M_PI;
2127 angle += 2.0 * M_PI;
2129 /* on which side are we (sun is always bright, vertex == 0) */
2130 if ((angle < M_PI / 2.0 && angle > -M_PI / 2.0) || render_item->u.planet.vertex == 0) {
2131 /* get front side color */
2132 opengl_render_color(render_item->u.planet.front_red, render_item->u.planet.front_green, render_item->u.planet.front_blue, debug_opacity);
2134 /* get back side color */
2135 opengl_render_color(render_item->u.planet.back_red, render_item->u.planet.back_green, render_item->u.planet.back_blue, debug_opacity);
2138 /* create and render cicle */
2139 for (i = 0; i < PLANET_VERTICES; i++) {
2140 x[i] = loc_x + size * sin(2 * M_PI * (double)i / PLANET_VERTICES) * PLANET_ELIPSE;
2141 y[i] = loc_y + size * cos(2 * M_PI * (double)i / PLANET_VERTICES);
2144 opengl_render_polygon_and_line(x, y, z, PLANET_VERTICES); /* no culling, its a planet! */
2146 if (render_item->u.planet.vertex == 0) {
2147 /* sun has no crescent */
2151 /* on which side are we */
2152 if (angle < M_PI / 2.0 && angle > -M_PI / 2.0) {
2153 /* get back side color */
2154 opengl_render_color(render_item->u.planet.back_red, render_item->u.planet.back_green, render_item->u.planet.back_blue, debug_opacity);
2156 /* get front side color */
2157 opengl_render_color(render_item->u.planet.front_red, render_item->u.planet.front_green, render_item->u.planet.front_blue, debug_opacity);
2160 /* create and render crescent */
2161 if (angle > M_PI / 2.0 || (angle < 0.0 && angle > -M_PI / 2.0)) {
2162 angle = fabs(angle);
2163 if (angle > M_PI / 2.0)
2164 angle = M_PI - angle;
2166 for (i = 0; i < PLANET_VERTICES / 2 + 1; i++) {
2167 x[i] = loc_x + size * sin(2 * M_PI * (double)i / PLANET_VERTICES) * PLANET_ELIPSE;
2168 y[i] = loc_y + size * cos(2 * M_PI * (double)i / PLANET_VERTICES);
2171 for (; i < PLANET_VERTICES; i++) {
2172 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));
2173 y[i] = loc_y + size * cos(2 * M_PI * (double)i / PLANET_VERTICES);
2177 angle = fabs(angle);
2178 if (angle > M_PI / 2.0)
2179 angle = M_PI - angle;
2181 for (i = 0; i < PLANET_VERTICES / 2 + 1; i++) {
2182 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));
2183 y[i] = loc_y + size * cos(2 * M_PI * (double)i / PLANET_VERTICES);
2186 for (; i < PLANET_VERTICES; i++) {
2187 x[i] = loc_x + size * sin(2 * M_PI * (double)i / PLANET_VERTICES) * PLANET_ELIPSE;
2188 y[i] = loc_y + size * cos(2 * M_PI * (double)i / PLANET_VERTICES);
2192 opengl_render_polygon_and_line(x, y, z, PLANET_VERTICES); /* no culling, its a planet! */
2193 opengl_render_point(loc_x, loc_y, loc_z, 0.0); /* planet is visible at any distance - at least as a point */
2196 case RENDER_ITEM_STARS:
2198 double tilt_offset = 0;
2199 double x_offset = 0;
2201 double view_width, yaw = interpolation.orientation_raw_yaw;
2202 double pitch = interpolation.orientation_raw_pitch;
2203 uint32_t table, table_start;
2207 double red, green, blue;
2210 printf("RENDER_ITEM_STARS\n");
2212 /* use default fov of 64 to calculate z distance */
2213 z = 160.0 / frustum_slope_64;
2215 view_width = (int)(320.0 / frustum_slope_64 * frustum_slope_fov);
2218 for (i = 0; i < 16; i++)
2219 color[i] = m68k_read_memory_16(mercenary_palette_stars() + (i << 2));
2221 /* table offset is 91, so we substract it and add it back with different FOV, so table begins at later
2222 * full turn is 1024, we have default of 64 degrees: 1024 / 360 * 64 = 182
2223 * then we half it, so we get to the center via 91
2226 if (render_item->u.stars.above_zenith)
2228 yaw = fmod(yaw + 91.0 - (91.0 * (frustum_slope_fov / frustum_slope_64)) + 65536.0, 0x400);
2230 table = mercenary_star_table();
2231 table_start = table + m68k_read_memory_16(table);
2232 table += m68k_read_memory_16(table + ((uint32_t)yaw & 0x7fe));
2233 yaw = yaw / (double)0x800 * 1800.0;
2235 if (render_item->u.stars.above_zenith)
2236 pitch = 0x200 - pitch;
2237 pitch = fmod(pitch + 65536.0, 0x400);
2238 pitch -= render_item->u.stars.v_offset;
2240 pitch = pitch * (double)0x6ccc / 65536.0;
2243 x = m68k_read_memory_16(table);
2246 table = table_start;
2248 x = (view_width - 1) - m68k_read_memory_16(table) - x_offset + yaw;
2252 /* special case where we tilt the view when flying on the planet */
2253 if (render_item->u.stars.tilt) {
2254 /* use offset as given by game: 160 is half of the screen width
2255 * we extend the width to the actual FOV, so it fits
2257 tilt_offset = ((x - (160.0 / frustum_slope_64 * frustum_slope_fov)) * render_item->u.stars.tilt_value) / 65536.0;
2259 y = (double)((m68k_read_memory_16(table)) & 0x1ff) - pitch + tilt_offset;
2261 if (render_item->u.stars.above_zenith) {
2262 x = (double)(view_width - 1) - x;
2266 gamecolor2gl(&red, &green, &blue, color[(m68k_read_memory_8(table - 2) & 0x3c) >> 2]);
2267 opengl_render_color(red, green, blue, debug_opacity);
2269 opengl_render_point(160.0 / frustum_slope_64 * frustum_slope_fov - x, 68.0 - y, z, 0.0);
2273 case RENDER_ITEM_INTERSTELLAR_STARS:
2278 double red, green, blue;
2281 printf("RENDER_ITEM_INTERSTELLAR_STARS\n");
2283 /* use default fov of 64 to calculate z distance */
2284 z = 160.0 / frustum_slope_64;
2287 for (i = 0; i < 16; i++)
2288 color[i] = m68k_read_memory_16(mercenary_palette_stars() + (i << 2));
2290 for (i = 0; i < render_item->u.interstars.count; i++) {
2291 gamecolor2gl(&red, &green, &blue, color[render_item->u.interstars.color[i]]);
2292 opengl_render_color(red, green, blue, debug_opacity);
2294 opengl_render_point(160.0 - (double)render_item->u.interstars.x[i], 68.0 - (double)render_item->u.interstars.y[i], z, 0.0);
2298 case RENDER_ITEM_INTERSTELLAR_SUN:
2300 double red, green, blue;
2303 printf("RENDER_ITEM_INTERSTELLAR_SUN\n");
2306 gamecolor2gl(&red, &green, &blue, 0x777);
2307 opengl_render_color(red, green, blue, debug_opacity);
2309 opengl_render_point(0.0, 0.0, 100.0, 0.0);
2312 case RENDER_ITEM_SIGHTS:
2314 double x[4], y[4], z[4];
2315 double red, green, blue;
2318 printf("RENDER_ITEM_SIGHTS\n");
2320 /* use default fov of 64 to calculate z distance */
2321 z[0] = z[1] = z[2] = z[3] = 160.0 / frustum_slope_64;
2324 gamecolor2gl(&red, &green, &blue, 0x777);
2325 opengl_render_color(red, green, blue, debug_opacity);
2329 x[0] = x[1] = -16.0;
2331 opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sights are always visible! */
2334 opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sights are always visible! */
2337 case RENDER_ITEM_EXPLOSION:
2340 double loc_x, loc_y, loc_z, size;
2341 double x[EXPLOSION_VERTICES], y[EXPLOSION_VERTICES], z[EXPLOSION_VERTICES];
2345 printf("RENDER_ITEM_EXPLOSION\n");
2347 opengl_render_color(render_item->u.explosion.red, render_item->u.explosion.green, render_item->u.explosion.blue, debug_opacity);
2349 for (e = 0; e < render_item->u.explosion.count; e++) {
2350 loc_x = render_item->u.explosion.x[e];
2351 loc_y = render_item->u.explosion.y[e];
2352 loc_z = render_item->u.explosion.z[e];
2353 size = 20; /* round about.... */
2355 rotate_coordinate(roll, pitch, yaw, &loc_x, &loc_y, &loc_z);
2356 /* create and render cicle */
2357 for (i = 0; i < EXPLOSION_VERTICES; i++) {
2358 x[i] = loc_x + size * sin(2 * M_PI * (double)i / EXPLOSION_VERTICES) * EXPLOSION_ELIPSE;
2359 y[i] = loc_y + size * cos(2 * M_PI * (double)i / EXPLOSION_VERTICES);
2362 opengl_render_polygon_and_line(x, y, z, EXPLOSION_VERTICES); /* no culling, its a debris! */
2363 opengl_render_point(loc_x, loc_y, loc_z, 0.0); /* debris is visible at any distance - at least as a point */
2368 print_info("Unknown render item type, please fix!\n");
2376 static double interpolate_orientation(double old, double new, double inter)
2378 double turn = new - old;
2385 /* don't interpolate, if our rotation was too fast.
2386 * e.g: taxi drive around corder, load/quit game, ...
2388 if (turn > M_PI / 8.0 || turn < -M_PI / 8.0)
2391 new = old + turn * inter;
2401 static double interpolate_raw_orientation(uint16_t old, uint16_t new, double inter)
2403 int16_t turn = (new - old) & 0x3ff;
2408 /* don't interpolate, if our rotation was too fast.
2409 * e.g: taxi drive around corder, load/quit game, ...
2411 if (turn > 0x200 / 8 || turn < -0x200 / 8)
2414 /* don't do modulo 0x400, since the user of this data does it */
2415 return (double)old + (double)turn * inter;
2418 static double interpolate_offset(int32_t old, int32_t new, double inter, int32_t limit)
2422 /* be sure to look only at the lower 28 bits, because on planet these bits are used only */
2423 if (ground_index >= 0)
2424 offset = wrap_int28(old - new);
2426 offset = (int32_t)(old - new);
2428 if (limit > 0 && (offset > limit || offset < -limit))
2431 return offset * (1.0 - inter);
2434 static render_item_t *interpolate_door(double inter)
2436 static render_item_t interpolated;
2437 render_item_t *old_vertices = render_list_old, *new_vertices = render_list_new;
2438 int nomatch_x_count = 0;
2439 int nomatch_z_count = 0;
2440 int nomatch_x[4], nomatch_z[4];
2443 /* find old and new vertices */
2444 while (old_vertices && old_vertices->type != RENDER_ITEM_VERTICES_INTERIOR)
2445 old_vertices = old_vertices->next;
2446 while (new_vertices && new_vertices->type != RENDER_ITEM_VERTICES_INTERIOR)
2447 new_vertices = new_vertices->next;
2449 /* building does not exist in old or new render */
2450 if (!old_vertices || !new_vertices)
2453 /* all verices must match except four */
2454 ii = MAX_INTERIOR_VERTEX >> 2;
2455 for (i = 0; i < ii; i++) {
2456 if (!old_vertices->u.vertices_interior.set[i] || !new_vertices->u.vertices_interior.set[i])
2458 if (old_vertices->u.vertices_interior.x[i] != new_vertices->u.vertices_interior.x[i]) {
2459 if (nomatch_x_count == 4)
2461 nomatch_x[nomatch_x_count++] = i;
2464 for (i = 0; i < 4; i++) {
2465 if (old_vertices->u.vertices_interior.y[i] != new_vertices->u.vertices_interior.y[i])
2468 for (i = 0; i < ii; i++) {
2469 if (!old_vertices->u.vertices_interior.set[i] || !new_vertices->u.vertices_interior.set[i])
2471 if (old_vertices->u.vertices_interior.z[i] != new_vertices->u.vertices_interior.z[i]) {
2472 if (nomatch_z_count == 4)
2474 nomatch_z[nomatch_z_count++] = i;
2478 /* copy, even if not interpolated */
2479 memcpy(&interpolated, new_vertices, sizeof(interpolated));
2481 /* only four x missmatch */
2482 if (nomatch_x_count == 4 || nomatch_x_count == 2) {
2483 for (i = 0; i < nomatch_x_count; i++) {
2484 interpolated.u.vertices_interior.x[nomatch_x[i]] =
2485 (double)old_vertices->u.vertices_interior.x[nomatch_x[i]] * (1.0 - inter) +
2486 (double)new_vertices->u.vertices_interior.x[nomatch_x[i]] * inter;
2490 /* only four z missmatch */
2491 if (nomatch_z_count == 4 || nomatch_z_count == 2) {
2492 for (i = 0; i < nomatch_z_count; i++) {
2493 interpolated.u.vertices_interior.z[nomatch_z[i]] =
2494 (double)old_vertices->u.vertices_interior.z[nomatch_z[i]] * (1.0 - inter) +
2495 (double)new_vertices->u.vertices_interior.z[nomatch_z[i]] * inter;
2499 return &interpolated;
2502 /* make a list of objects that moved and store their displacement */
2503 static void interpolate_objects(double inter)
2505 render_item_t *old_info, *new_info;
2508 /* hunt for objects that exist in both (old and new) lists and moved */
2510 for (new_info = render_list_new; new_info; new_info = new_info -> next) {
2512 if (new_info->type != RENDER_ITEM_OBJECT_INFO)
2515 if (!new_info->u.info.moving)
2517 /* interiors don't move */
2518 if (new_info->u.info.id < 0)
2520 /* check matching object with same ID */
2521 for (old_info = render_list_old; old_info; old_info = old_info -> next) {
2523 if (old_info->type != RENDER_ITEM_OBJECT_INFO)
2526 if (!old_info->u.info.moving)
2529 if (old_info->u.info.id == new_info->u.info.id)
2532 /* no matching object found */
2536 if (old_info->u.info.east == new_info->u.info.east
2537 && old_info->u.info.height == new_info->u.info.height
2538 && old_info->u.info.north == new_info->u.info.north)
2540 /* interpolate and store */
2541 interpolation.object_id[count] = new_info->u.info.id;
2542 interpolation.object_offset_east[count] = interpolate_offset(old_info->u.info.east, new_info->u.info.east, inter, 4096);
2543 interpolation.object_offset_height[count] = interpolate_offset(old_info->u.info.height, new_info->u.info.height, inter, 4096);
2544 interpolation.object_offset_north[count] = interpolate_offset(old_info->u.info.north, new_info->u.info.north, inter, 4096);
2545 if (count++ == MAX_MOVING_OBJECTS)
2548 interpolation.object_count = count;
2551 /* make a vertex list of interpolated planets */
2552 static render_item_t *interpolate_planets(double inter)
2554 static render_item_t interpolated;
2555 render_item_t *old_info, *new_info;
2556 render_item_t *old_vertices = NULL, *new_vertices = NULL;
2559 /* get vertices for planets/comet */
2560 for (old_info = render_list_old; old_info; old_info = old_info -> next) {
2561 if (old_info->type == RENDER_ITEM_VERTICES_0)
2562 old_vertices = old_info;
2563 /* check until comet's polygons are renderd. at this time the coordinates are all ready, so we can interpolate */
2564 if (old_info->type == RENDER_ITEM_COMET_POLYGON)
2567 for (new_info = render_list_new; new_info; new_info = new_info -> next) {
2568 if (new_info->type == RENDER_ITEM_VERTICES_0)
2569 new_vertices = new_info;
2570 /* check until comet's polygons are renderd. at this time the coordinates are all ready, so we can interpolate */
2571 if (new_info->type == RENDER_ITEM_COMET_POLYGON)
2575 /* check for existing planet's vertices and if planets are rendered in both lists (old and new) */
2576 if (old_info == NULL || new_info == NULL || old_vertices == NULL || new_vertices == NULL)
2579 /* interpolate vertices */
2580 for (i = 0; i < (MAX_VERTEX >> 2); i++) {
2581 interpolated.u.vertices.x[i] = old_vertices->u.vertices.x[i] * (1.0 - inter) + new_vertices->u.vertices.x[i] * inter;
2582 interpolated.u.vertices.y[i] = old_vertices->u.vertices.y[i] * (1.0 - inter) + new_vertices->u.vertices.y[i] * inter;
2583 interpolated.u.vertices.z[i] = old_vertices->u.vertices.z[i] * (1.0 - inter) + new_vertices->u.vertices.z[i] * inter;
2586 return &interpolated;
2589 /* always renders NEW! items
2590 * use inter == 1.0 to render motion to vertices of NEW items
2591 * use inter 0.0 .. 1.0 to interpolate motion between OLD and NEW items
2592 * return 0, if the scene was rendered, returns < 0, if there is no scene
2594 int render_all_items(double inter)
2596 render_item_object_info = NULL;
2597 render_item_vertices_0 = render_item_vertices_1 = render_item_vertices_2 = NULL;
2598 render_item_vertices_interior = NULL;
2599 render_item_vertices_planets = NULL;
2601 /* no interpolation when leaving or entering planet to/from space */
2602 if ((last_ground_index < 0 && ground_index >= 0)
2603 || (last_ground_index >= 0 && ground_index < 0)) {
2607 /* reset interpolation */
2608 memset(&interpolation, 0, sizeof(interpolation));
2609 interpolation.orientation_roll = motion_new.orientation_roll;
2610 interpolation.orientation_pitch = motion_new.orientation_pitch;
2611 interpolation.orientation_yaw = motion_new.orientation_yaw;
2612 interpolation.orientation_raw_pitch = motion_new.orientation_raw_pitch;
2613 interpolation.orientation_raw_yaw = motion_new.orientation_raw_yaw;
2614 interpolation.planet_inclination = motion_new.planet_inclination;
2615 interpolation.planet_azimuth = motion_new.planet_azimuth;
2616 //printf("we are at %08x %08x %08x\n", motion_new.position_east, motion_new.position_height, motion_new.position_north);
2618 /* do interpolation */
2619 if (inter != 1.0 && render_list_old) {
2620 /* interpolate orientation */
2621 interpolation.orientation_roll = interpolate_orientation(motion_old.orientation_roll, motion_new.orientation_roll, inter);
2622 interpolation.orientation_pitch = interpolate_orientation(motion_old.orientation_pitch, motion_new.orientation_pitch, inter);
2623 interpolation.orientation_yaw = interpolate_orientation(motion_old.orientation_yaw, motion_new.orientation_yaw, inter);
2624 interpolation.orientation_raw_pitch = interpolate_raw_orientation(motion_old.orientation_raw_pitch, motion_new.orientation_raw_pitch, inter);
2625 interpolation.orientation_raw_yaw = interpolate_raw_orientation(motion_old.orientation_raw_yaw, motion_new.orientation_raw_yaw, inter);
2626 interpolation.planet_inclination = interpolate_orientation(motion_old.planet_inclination, motion_new.planet_inclination, inter);
2627 interpolation.planet_azimuth = interpolate_orientation(motion_old.planet_azimuth, motion_new.planet_azimuth, inter);
2629 /* interpolate position */
2630 interpolation.offset_east = interpolate_offset(motion_old.position_east, motion_new.position_east, inter, 0);
2631 interpolation.offset_height = interpolate_offset(motion_old.position_height, motion_new.position_height, inter, 0);
2632 interpolation.offset_north = interpolate_offset(motion_old.position_north, motion_new.position_north, inter, 0);
2633 /* prevent glitch when using elevators: a sudden vertical move is ignored
2634 * this is not the best solution, because fast vertical flying (from 0) will also be detected */
2635 if (old_height_offset == 0
2636 && (new_height_offset >= 150 || new_height_offset <= -150)) {
2637 interpolation.offset_east = 0.0;
2638 interpolation.offset_height = 0.0;
2639 interpolation.offset_north = 0.0;
2642 /* interpolate doors of building (if any) */
2643 interpolation.interior = interpolate_door(inter);
2645 /* interpolate objects */
2646 interpolate_objects(inter);
2648 /* interpolate planets */
2649 interpolation.planets = interpolate_planets(inter);
2652 /* return failure, if nothing can be rendered */
2653 if (!render_list_new)
2656 for (render_item = render_list_new; render_item; render_item = render_item->next) {
2657 render_one_item(render_item);
2663 void render_capture_reset(void)
2665 /* flush old list, if exists */
2667 /* flush new list, if exists */
2668 render_list_old = render_list_new;
2670 /* reset list pointers */
2671 render_list_old = NULL;
2672 render_list_new = NULL;
2673 render_list_end = &render_list_new;
2677 int render_capture_is_interstellar(void)
2679 if (!render_list_new)
2681 for (render_item = render_list_new; render_item; render_item = render_item->next) {
2682 if (render_item->type == RENDER_ITEM_INTERSTELLAR_STARS)