/* VPX link-adapter device (Tesla Rel 4.10 emulation) * * Impersonates the INMOS C012 transputer link adapter the Division VPX board * hung off the ISA bus (host source: sda4/DPL3/LINKIO.C, setLA): * * base+0 (0x150) inputData R byte board->host * base+1 (0x151) outputData W byte host->board * base+2 (0x152) inputStatus R bit0 = inbound byte available * base+3 (0x153) outputStatus R bit0 = ready to accept outbound byte * base+16 (0x160) resetRoot W board reset strobe * base+17 (0x161) analyseRoot W board analyse strobe * * Two modes, selected by environment variables (device inert unless VPXLOG set): * * VPXLOG= Phase 1: log every access to . * VPX_RESPOND=1 Phase 2: also answer as the transputer would, so the * game gets past boot_xputer()'s startup_handshake(). * VPX_HANDSHAKES=N number of iserver transactions to feed (default 3; * Phil's note in VR_COMMS.C: the transputer C runtime * does 3 iserver transactions at startup). * * Protocol reference: sda4/DPL3/VR_COMMS.C. * - receive_protocol(): host reads a 4-byte little-endian length/route word * (bit31=iserver, bits16-23=sender, low16=payload length nb<=1040) then nb * payload bytes. startup_handshake() does N such reads; each is answered by * iserver_action() and only success is checked -- so feeding N well-formed * iserver "version" requests (tag 42, no request-content dependency) * satisfies the handshake. * - The monitor (VRENDMON.BTL) and i860 (VRNOSTEX.MNG) segment downloads are * pure host->board writes; the device just absorbs them. */ #if defined(_WIN32) #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #ifndef NOMINMAX #define NOMINMAX #endif #include /* VPX_FIFOSOCK live tee; must precede windows.h */ #endif #include "dosbox.h" #include "inout.h" #include "logging.h" #include "mem.h" #include "vga.h" #include "../ints/int10.h" #include #include #include static const io_port_t VPX_BASE = 0x150; static FILE *vpx_fp = NULL; /* log file, or NULL */ static bool vpx_respond = false; static int vpx_max_handshakes = 3; /* ---- board->host FIFO (what the emulated board sends the game) ---------- */ static unsigned char in_fifo[64]; static int in_len = 0, in_pos = 0; /* ---- reticle pick (weapons-fire target gate) ---------------------------- * * The game runs a continuous reticle intersection test: it arms it once with * set_sect_pixel (action 38) at screen (0.5,0.5), then every frame reads the * result -- hit instance + DCS + 3D intersection point -- which the board is * expected to return piggybacked on the draw_scene (action 9) reply. The host * (dpl_RapidSectPixel @0x4903c8) copies that into globals; targetReticle. * targetEntity = the hit DCS's app-specific pointer. That entity IS the fire * gate the weapon state machine checks (mech+0x388): no hit => targetEntity * NULL => every weapon misfires ("boo-beep"). A real i860 answered this each * frame; our HLE never did. We now carry a real scene hit in the frame ack. */ static bool sect_armed = false; /* Real reticle raycast (Moller-Trumbore against the live scene, center ray). */ static bool raycast_pick(unsigned *inst_out, unsigned *dcs_out, unsigned *gg_out, unsigned *geom_out, float xyz_out[3]); /* ---- boot state machine ------------------------------------------------- */ enum Phase { P_INIT, P_HANDSHAKE, P_POSTBOOT }; static Phase phase = P_INIT; static bool saw_write = false; /* game has written at least one byte */ static int handshakes_fed = 0; /* ---- outbound frame parser (renderer messages, post-handshake) ---------- * * Wire format (VR_COMMS.C velocirender_transmit, little-endian PC path): * [length_word:4][action:4][data:(nb-4)] where nb = length_word & 0xffff. * iserver responses keep the same nb = length_word & 0xffff, so byte-count * alignment is preserved even when one slips through. We track the action of * the last complete message so the reply can echo it (the renderer echoes the * action it received: see velocirender_create/delete/sync in DPL_HOST.C). */ static void flush_run(void); /* fwd decl (logging, defined below) */ static bool parse_frames = false; /* true once handshake requests done */ static int wf_need_len = 4; /* bytes still needed for length_word */ static unsigned wf_lenbuf = 0, wf_lenshift = 0; static int wf_payload_left = -1; /* -1 => currently reading length_word */ static int wf_action_pos = 0; static unsigned wf_action = 0; static int wf_last_nb = 0; static unsigned last_action = 0; static void parse_out_byte(unsigned char v) { if (wf_payload_left < 0) { /* accumulating length_word */ wf_lenbuf |= ((unsigned)v) << wf_lenshift; wf_lenshift += 8; if (--wf_need_len == 0) { int nb = (int)(wf_lenbuf & 0xffff); wf_lenbuf = 0; wf_lenshift = 0; wf_need_len = 4; wf_payload_left = nb > 0 ? nb : 0; wf_last_nb = nb; wf_action_pos = 0; wf_action = 0; if (wf_payload_left == 0) wf_payload_left = -1; /* empty msg */ } } else if (wf_payload_left > 0) { /* reading payload */ if (wf_action_pos < 4) { wf_action |= ((unsigned)v) << (wf_action_pos * 8); wf_action_pos++; } if (--wf_payload_left == 0) { last_action = wf_action; /* message complete */ /* diagnostic: log small control frames (skip 512B i860 chunks) */ if (vpx_fp && wf_last_nb <= 64) { flush_run(); fprintf(vpx_fp, "# FRAME action=%u nb=%d (slow)\n", wf_action, wf_last_nb); fflush(vpx_fp); } wf_payload_left = -1; } } } /* ---- FIFO fast-path action extraction ---------------------------------- * * After the i860 boots the host switches to the FIFO path (OUTSW.ASM): each * message writes an outsw tag byte to outputData, then pumps the payload as * 16-bit words to the FIFO data port (observed at 0x154/0x155, low/high). The * payload of a control message begins with the 4-byte action. We arm on each * outputData write and capture the next 4 FIFO bytes; if they form a valid * action code (< 32, the vr_action enum range) we treat it as the action to * echo. Data runs (e.g. text/coords) yield large values and are ignored. */ static bool fifo_arm = false; static int fifo_cap_pos = 0; static unsigned fifo_cap = 0; static const unsigned VR_ACTION_MAX = 24; /* vr_action enum has 24 (0..23) */ static const unsigned VR_SYNC_ACTION = 0x2d; /* Rel4.10 sync/ping (from disasm) */ /* Sync protocol (velocirender_sync in BTL4OPT.EXE @0x48D220, disassembled): * sends action 0x2d with data [token, 0], receives, and checks that the * REPLY's node[0] == token. (The "unexpected action %d" message only prints * the received action; the real check at 0x48D271 is `cmp token, node[0]`.) * So the device must reply to a 0x2d message with node[0] = the sent token. * The token is the data word of the NEXT FIFO run after the 0x2d action. */ static bool expect_sync_token = false; static bool sync_pending = false; static unsigned sync_token = 0; static bool frame_outstanding = false; /* draw_scene sent, frame-ack owed */ static void fifo_arm_action(void) { fifo_arm = true; fifo_cap_pos = 0; fifo_cap = 0; } /* ---- Phase 3: full FIFO message dump (VPX_FIFODUMP=) -------------- * * The FIFO wire format (VR_COMMS.C velocirender_transmit + OUTSW.ASM): each * transmit is TWO tag-delimited bursts. The C caller fires the first 3 bytes * of the protocol word at outputData, outsw() sends 0x40 as its final byte * and REP OUTSWs the payload into the FIFO port. Burst 1 carries the 4-byte * action, burst 2 the data (protocol word (0xff<<16)|(data+4)). So recording * every FIFO byte between outputData writes yields alternating action/data * records that a decoder can pair back into [action][data] messages. * Record format: 'VPXM' u32 magic, u32 length LE, then the raw burst bytes. */ static FILE *fifo_dump_fp = NULL; static unsigned char *fifo_buf = NULL; static size_t fifo_buf_len = 0, fifo_buf_cap = 0; static bool vpx_render = false; /* Phase 3b live GL backend */ static void scene_burst(const unsigned char *p, size_t n); /* fwd (3b) */ static void scene_reset(void); /* fwd (3b) */ /* ---- live socket tee (VPX_FIFOSOCK=) ------------------------------ * * Streams the same VPXM records to one localhost TCP client (the dpl3-revive * bridge) with TCP_NODELAY -- removes the fifodump file-poll quantum from the * wire-to-photon path. All calls are non-blocking on the emulation thread: a * stalled client gets a bounded pending buffer, then is dropped (the bridge * reconnects; vehicle poses are absolute so a brief gap self-heals). */ #ifdef _WIN32 static SOCKET fifo_lsock = INVALID_SOCKET; /* listener */ static SOCKET fifo_csock = INVALID_SOCKET; /* single client */ static unsigned char *fifo_pend = NULL; /* client-stalled unsent tail */ static size_t fifo_pend_len = 0, fifo_pend_cap = 0; static bool fifo_sock_active(void) { return fifo_lsock != INVALID_SOCKET; } static void fifo_sock_init(int port) { WSADATA wd; if (WSAStartup(MAKEWORD(2, 2), &wd) != 0) return; fifo_lsock = socket(AF_INET, SOCK_STREAM, 0); if (fifo_lsock == INVALID_SOCKET) return; sockaddr_in a; memset(&a, 0, sizeof a); a.sin_family = AF_INET; a.sin_port = htons((u_short)port); a.sin_addr.s_addr = htonl(INADDR_LOOPBACK); u_long nb = 1; if (bind(fifo_lsock, (sockaddr *)&a, sizeof a) != 0 || listen(fifo_lsock, 1) != 0 || ioctlsocket(fifo_lsock, FIONBIO, &nb) != 0) { closesocket(fifo_lsock); fifo_lsock = INVALID_SOCKET; LOG_MSG("VPXLOG: fifosock: cannot listen on 127.0.0.1:%d", port); return; } LOG_MSG("VPXLOG: fifosock listening on 127.0.0.1:%d", port); } static void fifo_sock_drop(void) { if (fifo_csock != INVALID_SOCKET) closesocket(fifo_csock); fifo_csock = INVALID_SOCKET; fifo_pend_len = 0; } static void fifo_sock_accept(void) { if (fifo_lsock == INVALID_SOCKET) return; SOCKET c = accept(fifo_lsock, NULL, NULL); if (c == INVALID_SOCKET) return; /* WOULDBLOCK: nobody waiting */ fifo_sock_drop(); u_long nb = 1; ioctlsocket(c, FIONBIO, &nb); int v = 1; setsockopt(c, IPPROTO_TCP, TCP_NODELAY, (const char *)&v, sizeof v); v = 1 << 20; setsockopt(c, SOL_SOCKET, SO_SNDBUF, (const char *)&v, sizeof v); fifo_csock = c; LOG_MSG("VPXLOG: fifosock client connected"); } static void fifo_pend_stash(const unsigned char *p, size_t n) { if (fifo_pend_len + n > (8u << 20)) { fifo_sock_drop(); return; } if (fifo_pend_len + n > fifo_pend_cap) { size_t ncap = fifo_pend_cap ? fifo_pend_cap : 65536; while (ncap < fifo_pend_len + n) ncap *= 2; unsigned char *np = (unsigned char *)realloc(fifo_pend, ncap); if (np == NULL) { fifo_sock_drop(); return; } fifo_pend = np; fifo_pend_cap = ncap; } memcpy(fifo_pend + fifo_pend_len, p, n); fifo_pend_len += n; } static void fifo_sock_write(const unsigned char *p, size_t n) { if (fifo_csock == INVALID_SOCKET) return; /* drain any stalled tail first (framing must stay contiguous) */ while (fifo_pend_len) { int r = send(fifo_csock, (const char *)fifo_pend, (int)(fifo_pend_len > 65536 ? 65536 : fifo_pend_len), 0); if (r > 0) { memmove(fifo_pend, fifo_pend + r, fifo_pend_len - (size_t)r); fifo_pend_len -= (size_t)r; } else if (r == SOCKET_ERROR && WSAGetLastError() == WSAEWOULDBLOCK) { fifo_pend_stash(p, n); return; } else { fifo_sock_drop(); return; } } size_t off = 0; while (off < n) { int r = send(fifo_csock, (const char *)(p + off), (int)((n - off) > 65536 ? 65536 : (n - off)), 0); if (r > 0) off += (size_t)r; else if (r == SOCKET_ERROR && WSAGetLastError() == WSAEWOULDBLOCK) { fifo_pend_stash(p + off, n - off); return; } else { fifo_sock_drop(); return; } } } /* bridge -> device backchannel on the same socket. The bridge streams its * camera pose (the user-validated cockpit view: cam chain + torso twist + * hat glance) as text lines: CAM ex ey ez dx dy dz\n * raycast_pick prefers this over the device's own S.view decode -- S.view * tracks the static view-node pose (~arena origin, not the player's aim), * which pointed every reticle pick, and therefore every missile volley and * laser beam, at one fixed wrong world point. */ static char brcam_line[192]; static size_t brcam_len = 0; static float brcam[6]; static bool brcam_valid = false; static DWORD brcam_tick = 0; static unsigned brcam_root = 0; /* player vehicle root DCS (7th CAM field) */ static void fifo_sock_poll(void) { if (fifo_csock == INVALID_SOCKET) return; char buf[512]; for (;;) { int r = recv(fifo_csock, buf, (int)sizeof buf, 0); if (r == 0) { fifo_sock_drop(); return; } /* client closed */ if (r < 0) { if (WSAGetLastError() != WSAEWOULDBLOCK) fifo_sock_drop(); return; } for (int i = 0; i < r; i++) { char ch = buf[i]; if (ch == '\n') { brcam_line[brcam_len] = 0; float v[6]; unsigned rt = 0; int nf = sscanf(brcam_line, "CAM %f %f %f %f %f %f %x", &v[0], &v[1], &v[2], &v[3], &v[4], &v[5], &rt); if (nf >= 6) { memcpy(brcam, v, sizeof brcam); brcam_valid = true; brcam_tick = GetTickCount(); brcam_root = (nf >= 7) ? rt : 0; } brcam_len = 0; } else if (brcam_len + 1 < sizeof brcam_line) { brcam_line[brcam_len++] = ch; } else { brcam_len = 0; /* oversize: resync */ } } } } #else static bool fifo_sock_active(void) { return false; } static void fifo_sock_init(int) {} static void fifo_sock_accept(void) {} static void fifo_sock_write(const unsigned char *, size_t) {} static void fifo_sock_poll(void) {} #endif /* Latest bridge camera, if fresh: the pick must not outlive a dead bridge * by more than a couple of seconds (stale aim = the fixed-point bug again, * just slower), so fall back to the device view after 2s of silence. */ static bool bridge_cam_get(float O[3], float D[3]) { #ifdef _WIN32 if (brcam_valid && (GetTickCount() - brcam_tick) < 2000) { O[0] = brcam[0]; O[1] = brcam[1]; O[2] = brcam[2]; D[0] = brcam[3]; D[1] = brcam[4]; D[2] = brcam[5]; return true; } #endif return false; } static unsigned bridge_cam_root(void) { #ifdef _WIN32 return brcam_root; #else return 0; #endif } static void fifo_buf_push(unsigned char v) { if (fifo_dump_fp == NULL && !vpx_render && !fifo_sock_active()) return; if (fifo_buf_len >= (1u << 20)) return; /* runaway guard */ if (fifo_buf_len == fifo_buf_cap) { size_t ncap = fifo_buf_cap ? fifo_buf_cap * 2 : 4096; unsigned char *nb = (unsigned char *)realloc(fifo_buf, ncap); if (nb == NULL) return; /* drop byte rather than crash */ fifo_buf = nb; fifo_buf_cap = ncap; } fifo_buf[fifo_buf_len++] = v; } static void fifo_flush_record(void) { if (fifo_buf_len == 0) return; unsigned char hdr[8] = { 'V','P','X','M', (unsigned char)(fifo_buf_len), (unsigned char)(fifo_buf_len >> 8), (unsigned char)(fifo_buf_len >> 16), (unsigned char)(fifo_buf_len >> 24) }; if (fifo_dump_fp) { fwrite(hdr, 1, sizeof hdr, fifo_dump_fp); fwrite(fifo_buf, 1, fifo_buf_len, fifo_dump_fp); fflush(fifo_dump_fp); } if (fifo_sock_active()) { fifo_sock_accept(); fifo_sock_poll(); /* drain bridge CAM backchannel */ fifo_sock_write(hdr, sizeof hdr); fifo_sock_write(fifo_buf, fifo_buf_len); } if (vpx_render) scene_burst(fifo_buf, fifo_buf_len); fifo_buf_len = 0; } static void parse_fifo_byte(unsigned char v) { if (!fifo_arm) return; fifo_cap |= ((unsigned)v) << (fifo_cap_pos * 8); if (++fifo_cap_pos == 4) { unsigned w = fifo_cap; fifo_cap = 0; fifo_cap_pos = 0; if (vpx_fp) { flush_run(); fprintf(vpx_fp, "# FIFOCAP 0x%08X\n", w); fflush(vpx_fp); } if (expect_sync_token) { sync_token = w; sync_pending = true; expect_sync_token = false; fifo_arm = false; } else if (w == VR_SYNC_ACTION) { expect_sync_token = true; /* token follows contiguously; stay armed */ } else { /* don't clear sync_pending here: a pending sync token must survive * intervening sends until the sync receive consumes it. */ if (w < VR_ACTION_MAX) last_action = w; if (w == 9 /*vr_draw_scene*/) frame_outstanding = true; fifo_arm = false; } } } /* A well-formed iserver "version" request (VR_COMMS.C iserver_action case 42): * length_word = nb | (sender<<16) | 0x80000000, little-endian; payload = tag. * nb is padded even for iserver; use nb=2, payload {0x2a,0x00}. sender=0. */ static const unsigned char VERSION_REQUEST[6] = { 0x02, 0x00, 0x00, 0x80, /* length_word 0x80000002 LE */ 0x2a, 0x00 /* tag 42 (version) + pad */ }; static void queue_version_request(void) { memcpy(in_fifo, VERSION_REQUEST, sizeof VERSION_REQUEST); in_len = (int)sizeof VERSION_REQUEST; in_pos = 0; } /* A minimal non-iserver renderer reply for velocirender_receive() (VR_COMMS.C): * top bit of length_word clear (non-iserver), nb>=8, first int32 of payload = * action code. The post-boot vr_init reply is ignored by the caller * (DPL_HOST.C), so any action != vr_draw_scene_action satisfies it. */ static int postboot_acks = 0; /* Post-boot reply cap. This was a Phase-2 bring-up guard against a runaway * reply loop while the protocol was still being reversed. The protocol is now * solid and a real game session issues an unbounded number of sync/frame/ * render replies -- BattleTech aborts with "velocirender_receive timed out - * sends_wo_rcv" the instant the device stops answering. Default is now * effectively unlimited; override with VPX_MAX_ACKS only for diagnostics. */ static int vpx_max_postboot_acks = 0x7fffffff; static int empty_polls = 0; static const int POLL_THRESHOLD = 6; /* consecutive empty polls => blocking receive */ static void queue_render_ack_node(unsigned char action, unsigned node) { fifo_flush_record(); /* a receive means the outstanding burst is complete */ unsigned char m[12] = { 0x08, 0x00, 0x00, 0x00, /* length_word 0x00000008 (nb=8) */ action, 0x00, 0x00, 0x00, /* payload[0..3] = action (LE) */ (unsigned char)(node), (unsigned char)(node >> 8), (unsigned char)(node >> 16), (unsigned char)(node >> 24) /* node[0] */ }; memcpy(in_fifo, m, sizeof m); in_len = (int)sizeof m; in_pos = 0; } static void queue_render_ack(unsigned char action) { queue_render_ack_node(action, 0); } static void wr_u32(unsigned char *p, unsigned v) { p[0] = (unsigned char)v; p[1] = (unsigned char)(v >> 8); p[2] = (unsigned char)(v >> 16); p[3] = (unsigned char)(v >> 24); } /* A draw_scene (action 9) reply that also carries the reticle sect result, so * velocirender_receive stores a live hit (see 0x491d08 / 0x4922e0 in BTL4OPT). * The receive loop copies payload+4 into a host buffer; the store handler then * reads instance @buf+0xc, xi/yi/zi @buf+0x10, DCS @buf+0x1c, gg @buf+0x20, * geom @buf+0x24. In payload terms (buf == payload+4): action@0x00, * instance@0x10, xyz@0x14, DCS@0x20, gg@0x24, geom@0x28. length_word = the * payload byte count (matches queue_render_ack_node's nb=8 convention). */ static void queue_sect_frame_reply(unsigned inst, unsigned dcs, unsigned gg, unsigned geom, const float xyz[3]) { fifo_flush_record(); /* a receive means the outstanding burst is done */ unsigned char *m = in_fifo; memset(m, 0, sizeof in_fifo); const unsigned nb = 0x2c; /* payload = action(4) + 40 = 44 bytes */ wr_u32(m, nb); /* length_word (non-iserver: nb) */ unsigned char *pl = m + 4; wr_u32(pl + 0x00, 9); /* action = vr_draw_scene_action */ /* pl+0x04/0x08/0x0c: debug echo words (left zero) */ wr_u32(pl + 0x10, inst); /* hit instance handle (type 4) */ unsigned u; memcpy(&u, &xyz[0], 4); wr_u32(pl + 0x14, u); /* xi */ memcpy(&u, &xyz[1], 4); wr_u32(pl + 0x18, u); /* yi */ memcpy(&u, &xyz[2], 4); wr_u32(pl + 0x1c, u); /* zi */ wr_u32(pl + 0x20, dcs); /* hit DCS handle (type 5) */ wr_u32(pl + 0x24, gg); /* hit geogroup handle (type 9) -- * the game does GetAppSpecific(gg) on * a hit; sending 0 handed it a null. */ wr_u32(pl + 0x28, geom); /* hit geometry handle (type 0xa) */ in_len = (int)(4 + nb); /* 48 bytes */ in_pos = 0; } /* ---- logging (run-length coalesced) ------------------------------------- */ static unsigned long vpx_seq = 0; static io_port_t last_port = 0xFFFF; static unsigned last_val = ~0u; static bool last_write = false; static unsigned long last_run = 0; static char reg_name_buf[16]; static const char *reg_name(io_port_t port) { switch (port - VPX_BASE) { case 0: return "inputData"; case 1: return "outputData"; case 2: return "inputStatus"; case 3: return "outputStatus"; case 16: return "resetRoot"; case 17: return "analyseRoot"; default: snprintf(reg_name_buf, sizeof reg_name_buf, "port_%03X", (unsigned)port); return reg_name_buf; } } static void flush_run(void) { if (last_run == 0 || vpx_fp == NULL) return; if (last_run == 1) fprintf(vpx_fp, "%8lu %s %-13s 0x%02X\n", vpx_seq++, last_write ? "W" : "R", reg_name(last_port), last_val & 0xFF); else fprintf(vpx_fp, "%8lu %s %-13s 0x%02X x%lu\n", vpx_seq++, last_write ? "W" : "R", reg_name(last_port), last_val & 0xFF, last_run); fflush(vpx_fp); last_run = 0; } static void record(io_port_t port, unsigned val, bool write) { if (vpx_fp == NULL) return; if (port == last_port && val == last_val && write == last_write) { last_run++; return; } flush_run(); last_port = port; last_val = val; last_write = write; last_run = 1; io_port_t off = port - VPX_BASE; if (write && (off == 1 || off == 16 || off == 17)) flush_run(); } static void note(const char *msg) { if (vpx_fp) { flush_run(); fprintf(vpx_fp, "# %s\n", msg); fflush(vpx_fp); } } /* ---- I/O handlers ------------------------------------------------------- */ static Bitu vpx_read(Bitu port, Bitu /*iolen*/) { io_port_t off = (io_port_t)port - VPX_BASE; Bitu ret = 0xFF; switch (off) { case 3: /* outputStatus: always ready to accept a byte */ ret = 0x01; break; case 2: /* inputStatus: bit0 = inbound byte available */ ret = 0x00; if (vpx_respond) { if (in_pos < in_len) { ret = 0x01; /* still draining a queued message */ empty_polls = 0; } else { /* FIFO empty: decide whether to start a new transaction. */ if (phase == P_INIT && saw_write) phase = P_HANDSHAKE; if (phase == P_HANDSHAKE) { if (handshakes_fed < vpx_max_handshakes) { queue_version_request(); handshakes_fed++; note("feeding iserver version request"); if (handshakes_fed >= vpx_max_handshakes) parse_frames = true; /* i860 dl + init now framed */ ret = 0x01; } else { phase = P_POSTBOOT; note("handshake complete; entering post-boot"); } } if (phase == P_POSTBOOT && in_pos >= in_len) { /* Distinguish a blocking receive (inRecord spins, * polling inputStatus many times) from a speculative * single poll (handle_iserver_stuff/altRecord polls * once and proceeds if not-ready). Only feed a reply * after several consecutive empty polls, so we don't * inject renderer replies into iserver-drain checks. */ if (++empty_polls < POLL_THRESHOLD) { ret = 0x00; break; } empty_polls = 0; if (postboot_acks < vpx_max_postboot_acks) { if (sync_pending) { /* velocirender_sync: reply node[0] = token so * its `cmp token, node[0]` passes. Action field * is not checked (just printed on failure). */ queue_render_ack_node((unsigned char)VR_SYNC_ACTION, sync_token); sync_pending = false; if (vpx_fp) { flush_run(); fprintf(vpx_fp, "# post-boot: sync reply token=0x%X\n", sync_token); fflush(vpx_fp); } } else if (frame_outstanding) { /* velocirender_frameack expects a draw_scene (9) * reply; we carry the reticle sect result on it * so weapons acquire a target (else every shot * misfires). The pick runs whenever the game has * armed the reticle (sect_armed); VPX_NO_PICK=1 * is the only escape hatch (falls back to the * plain ack -- the pre-pick baseline). */ frame_outstanding = false; static int no_pick = -1; if (no_pick < 0) no_pick = getenv("VPX_NO_PICK") ? 1 : 0; unsigned pinst = 0, pdcs = 0, pgg = 0, pgeom = 0; float pxyz[3] = { 0, 0, 0 }; if (!no_pick && sect_armed) { /* ALWAYS answer the armed pick, hit or * miss. A miss = all-zero reply: the game * clears targetEntity (L4VIDEO: no hit -> * NULL) so aiming at open sky un-targets * instead of freezing the LAST hit -- the * old hit-only path made the aim go STALE * whenever the ray cleared the arena * walls (plain acks carry no sect data, * so the game kept seconds-old targets). */ bool hit = raycast_pick(&pinst, &pdcs, &pgg, &pgeom, pxyz); queue_sect_frame_reply(pinst, pdcs, pgg, pgeom, pxyz); if (vpx_fp) { flush_run(); fprintf(vpx_fp, "# post-boot: frame ack " "(9) + sect %s inst=%08X\n", hit ? "hit" : "MISS", pinst); fflush(vpx_fp); } } else { queue_render_ack(9); if (vpx_fp) { flush_run(); fprintf(vpx_fp, "# post-boot: frame ack (action 9)\n"); fflush(vpx_fp); } } } else { /* Reply action is handler-specific (board side, * VR_REMOT.C): most echo data[0] (the sent * action); a few overwrite it: * vr_init_action(0)/statistics(15) -> 1 */ unsigned reply = last_action; if (last_action == 0 || last_action == 15) reply = 1; { const char *o = getenv("VPX_INIT_REPLY"); if (o && last_action == 0) reply = (unsigned)atoi(o); } queue_render_ack((unsigned char)(reply & 0xff)); if (vpx_fp) { flush_run(); fprintf(vpx_fp, "# post-boot: reply action %u (sent %u)\n", reply, last_action); fflush(vpx_fp); } } postboot_acks++; ret = 0x01; } } } } break; case 0: /* inputData: next byte from board->host FIFO */ if (vpx_respond && in_pos < in_len) ret = in_fifo[in_pos++]; else ret = 0xFF; break; default: ret = 0xFF; break; } record((io_port_t)port, (unsigned)ret, false); return ret; } static bool warned_iolen = false; static void vpx_write(Bitu port, Bitu val, Bitu iolen) { io_port_t off = (io_port_t)port - VPX_BASE; if (iolen != 1 && !warned_iolen && vpx_fp) { warned_iolen = true; flush_run(); fprintf(vpx_fp, "# NOTE: non-byte write iolen=%u port=0x%03X val=0x%X\n", (unsigned)iolen, (unsigned)port, (unsigned)val); fflush(vpx_fp); } record((io_port_t)port, (unsigned)val, true); if (off == 16 && (val & 1)) { /* resetRoot asserted: board reset -> clear all state. */ phase = P_INIT; saw_write = false; handshakes_fed = 0; postboot_acks = 0; in_len = in_pos = 0; parse_frames = false; wf_need_len = 4; wf_lenbuf = 0; wf_lenshift = 0; wf_payload_left = -1; wf_action_pos = 0; wf_action = 0; last_action = 0; fifo_arm = false; fifo_cap_pos = 0; fifo_cap = 0; expect_sync_token = false; sync_pending = false; sync_token = 0; frame_outstanding = false; fifo_flush_record(); scene_reset(); note("board reset"); } else if (off == 1) { saw_write = true; /* outputData: a download/response byte */ empty_polls = 0; /* a write means the game isn't blocking-reading */ fifo_flush_record(); /* outputData write = FIFO burst boundary */ if (parse_frames) { parse_out_byte((unsigned char)val); fifo_arm_action(); } } else if (off == 4 || off == 5) { /* FIFO data port (link B): payload words, low/high bytes. */ fifo_buf_push((unsigned char)val); if (parse_frames) parse_fifo_byte((unsigned char)val); } } /* VDB display-palette storage (shared: written by the VDB I/O handler on the * emulator thread, read by the GL thread for the live palette strips). * Declared here so rt_draw() below can see it. */ struct VDBPalette { unsigned char waddr, raddr, sub, mask; unsigned char ram[768]; }; static VDBPalette vdb_pal[3]; /* ================= Phase 3b: live render backend (VPX_RENDER=1) ========== * Reconstructs the DPL scene graph from the FIFO message stream (protocol * established in PHASE3-PROGRESS.md / render_capture.py) and draws each * vr_draw_scene frame in a native OpenGL window on a dedicated thread. * Windows-only for now (WGL); the scene decode itself is portable. */ #if defined(_WIN32) || defined(WIN32) #define VPX_RENDER_SUPPORTED 1 #endif #ifdef VPX_RENDER_SUPPORTED #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #ifndef NOMINMAX #define NOMINMAX #endif #include #include #include #include #include static unsigned rd_u32(const unsigned char *p) { return (unsigned)p[0] | ((unsigned)p[1] << 8) | ((unsigned)p[2] << 16) | ((unsigned)p[3] << 24); } static float rd_f32(const unsigned char *p) { float f; unsigned u = rd_u32(p); memcpy(&f, &u, 4); return f; } struct VCol { float c[3]; }; /* Full dpl_MATERIAL shading params. The shading model is ported from the * restoration viewer (restoration/gallery_template.html meshShader), proven * against the recovered .SCN scenes: * acc = sum_i lightCol_i * max(dot(N, -lightDir_i), 0) * c = (amb*sceneAmb + diff*mix(ramp.lo, ramp.hi, acc)) * tex + emis */ struct VMatG { float amb[3], diff[3], emis[3]; float opacity, spec[3], shin; VMatG() : opacity(1), shin(0) { for (int i = 0; i < 3; i++) { amb[i] = 0.6f; diff[i] = 0.6f; emis[i] = 0.0f; spec[i] = 0.0f; } } }; struct VPoly { float rgb[3]; /* material diffuse */ float amb[3], emis[3]; /* material ambient / emissive */ float ramp0[3], ramp1[3]; /* shading ramp lo/hi (identity when the * ramp is already baked into the texture) */ std::vector xyz; /* x,y,z triples */ std::vector uv; /* u,v pairs (empty = untextured) */ std::vector nrm; /* nx,ny,nz triples (empty = flat normal) */ unsigned matkey; /* material name for texture lookup, 0 = none */ VPoly() : matkey(0) { for (int i = 0; i < 3; i++) { amb[i] = 0.6f; emis[i] = 0.0f; ramp0[i] = 0.0f; ramp1[i] = 1.0f; } } }; /* Baked RGBA texture (texture intensity x material ramp), keyed by material. * Shared with the GL thread under rt_lock; ver bumps force re-upload. */ struct TexImg { int w, h; unsigned ver; std::vector rgba; }; struct VFrame { bool valid; float bg[3]; float win[5]; /* l, b, r, t, window-plane distance */ float nearp, farp; bool fog; /* dpl_SetViewFog: linear haze near..far */ float fogn, fogf, fogc[3]; int vw, vh; bool has_cam; bool ydown; /* game world is y-down (DCS reflections) */ float rot[9], eye[3]; /* row-major rotation; eye = R*(p - e) */ /* real wire lights (dpl3-revive: lmodel type-2 ambient + type-3 dir suns). * samb = summed scene ambient; nlit dir lights (dir toward light + col). */ float samb[3]; int nlit; float ldir[2][3], lcol[2][3]; std::vector polys; VFrame() : valid(false), nearp(2), farp(12000), fog(false), fogn(0), fogf(0), vw(832), vh(512), has_cam(false), ydown(false), nlit(0) { bg[0] = bg[1] = bg[2] = 0; fogc[0] = fogc[1] = fogc[2] = 0; win[0] = -1; win[1] = -0.6153846f; win[2] = 1; win[3] = 0.6153846f; win[4] = 1.3f; samb[0] = samb[1] = samb[2] = 0.0f; } }; struct M16 { float m[16]; }; /* row-major 4x4, row 3 = translation */ struct VRamp { float lo[3], hi[3]; }; struct VTex { int w, h; unsigned ver; std::vector px; }; static struct VScene { std::map type; /* name -> node type */ std::map > verts; /* geometry -> xyz */ std::map > uvs; /* geometry -> u,v */ std::map > nrms; /* geometry -> nx,ny,nz */ std::map > > polys; std::map mat; /* material -> shading */ std::map ggmat; /* geogroup -> material */ std::map > children; /* game (full DPL) hierarchy: instance placement + articulation */ std::map inst_object; /* instance -> object */ std::map inst_w3; /* instance -> display mode word3 */ std::map dcs_mat; /* dcs -> local matrix */ std::map dcs_parent; /* dcs_link child->parent */ /* wire lights: dpl3-revive decode -- lmodel (type 6) / light (type 0xe) * body: dcs @d+12, light_type @d+16 (2=ambient, 3=directional), rgb * @d+20..28. directional aim = the light DCS's +Z world row. */ struct VLight { unsigned dcs; int ltype; float rgb[3]; }; std::map lights; /* light node -> params */ /* texture chain: material -> texmap -> texture, colorized by the * material's ramp (type 14: lo/hi RGB; texels are intensities) */ std::map tex; /* texture node -> texels */ std::map texmap_tex; /* texmap -> texture */ std::map mat_texmap; /* material -> texmap */ std::map mat_ramp; /* material -> ramp */ std::map ramp; /* ramp -> lo/hi */ VFrame view; /* view/bg/camera state */ /* multi-burst assembly (stride-aware: game verts are 3..9 floats each) */ unsigned geom_node; size_t geom_need, geom_stride; bool geom_active; std::vector geom_acc; unsigned conn_node, conn_npolys, conn_loop; bool conn_active; /* action-26 texel upload assembly */ unsigned tex_node; size_t tex_need; bool tex_active; std::vector tex_acc; } S; static void m16_id(M16 &o) { for (int i = 0; i < 16; i++) o.m[i] = (i % 5 == 0) ? 1.0f : 0.0f; } static void m16_mul(const M16 &a, const M16 &b, M16 &o) { /* o = a * b */ for (int r = 0; r < 4; r++) for (int c = 0; c < 4; c++) { float s = 0; for (int k = 0; k < 4; k++) s += a.m[r * 4 + k] * b.m[k * 4 + c]; o.m[r * 4 + c] = s; } } static void m16_xform(const M16 &w, const float *v, float *o) { for (int c = 0; c < 3; c++) o[c] = v[0] * w.m[c] + v[1] * w.m[4 + c] + v[2] * w.m[8 + c] + w.m[12 + c]; } static void m16_xform_dir(const M16 &w, const float *v, float *o) { for (int c = 0; c < 3; c++) /* rotation only (normals) */ o[c] = v[0] * w.m[c] + v[1] * w.m[4 + c] + v[2] * w.m[8 + c]; } /* world transform of a dcs: local * parent_world (row-vector convention) */ static void dcs_world(unsigned dcs, std::map &cache, M16 &out, int depth = 0) { std::map::iterator ci = cache.find(dcs); if (ci != cache.end()) { out = ci->second; return; } M16 local; std::map::iterator mi = S.dcs_mat.find(dcs); if (mi != S.dcs_mat.end()) local = mi->second; else m16_id(local); std::map::iterator pi = S.dcs_parent.find(dcs); if (pi != S.dcs_parent.end() && pi->second != dcs && depth < 64) { M16 pw; dcs_world(pi->second, cache, pw, depth + 1); M16 w; m16_mul(local, pw, w); out = w; } else { out = local; } cache[dcs] = out; } /* ---- render thread ------------------------------------------------------ */ static HANDLE rt_thread = NULL, rt_event = NULL; static CRITICAL_SECTION rt_lock; static VFrame rt_pending; static bool rt_new = false; static unsigned long rt_frames = 0; static std::map rt_texs; /* material -> baked RGBA (rt_lock) */ /* ---- GLSL port of the restoration viewer's shading model ---------------- * Source: restoration/gallery_template.html meshShader (proven against the * recovered .SCN scenes). Per fragment: * acc = sum_i lightCol_i * max(dot(N, -lightDir_i), 0) (world space) * lit = mix(ramp.lo, ramp.hi, clamp(acc, 0, 1)) * c = (matAmb*sceneAmb + matDiff*lit) * tex + matEmis * out = mix(fogColor, c, max(clamp((end-d)/(end-start),0,1), immune)) * Geometry reaches GL already in world space (modelview = camera only), so * normals and light directions stay in world coordinates like the gallery. * Falls back to the old fixed-function path when GLSL is unavailable. */ #ifndef GL_FRAGMENT_SHADER #define GL_FRAGMENT_SHADER 0x8B30 #endif #ifndef GL_VERTEX_SHADER #define GL_VERTEX_SHADER 0x8B31 #endif #ifndef GL_COMPILE_STATUS #define GL_COMPILE_STATUS 0x8B81 #endif #ifndef GL_LINK_STATUS #define GL_LINK_STATUS 0x8B82 #endif typedef GLuint (APIENTRY *pfnCreateShader)(GLenum); typedef void (APIENTRY *pfnShaderSource)(GLuint, GLsizei, const char **, const GLint *); typedef void (APIENTRY *pfnCompileShader)(GLuint); typedef void (APIENTRY *pfnGetShaderiv)(GLuint, GLenum, GLint *); typedef void (APIENTRY *pfnGetShaderInfoLog)(GLuint, GLsizei, GLsizei *, char *); typedef GLuint (APIENTRY *pfnCreateProgram)(void); typedef void (APIENTRY *pfnAttachShader)(GLuint, GLuint); typedef void (APIENTRY *pfnLinkProgram)(GLuint); typedef void (APIENTRY *pfnGetProgramiv)(GLuint, GLenum, GLint *); typedef void (APIENTRY *pfnUseProgram)(GLuint); typedef GLint (APIENTRY *pfnGetUniformLocation)(GLuint, const char *); typedef void (APIENTRY *pfnUniform3f)(GLint, GLfloat, GLfloat, GLfloat); typedef void (APIENTRY *pfnUniform1f)(GLint, GLfloat); typedef void (APIENTRY *pfnUniform1i)(GLint, GLint); static struct RShade { bool tried; GLuint prog; pfnUseProgram use; pfnUniform3f u3f; pfnUniform1f u1f; GLint uAmbScene, uMatAmb, uMatDiff, uMatEmis, uFogColor, uViewFwd; GLint uLightDir0, uLightCol0, uLightDir1, uLightCol1; GLint uRamp0, uRamp1, uFog, uHasTex; } rsh = { false, 0, NULL, NULL, NULL, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }; static const char *rsh_vs_src = "varying vec3 vN; varying vec2 vUV; varying float vDist;\n" "void main() {\n" " vec4 v = gl_ModelViewMatrix * gl_Vertex;\n" " vDist = length(v.xyz);\n" " vN = gl_Normal;\n" " vUV = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;\n" " gl_Position = gl_ProjectionMatrix * v;\n" "}\n"; /* Shading model ported 1:1 from the dpl3-revive software rasterizer * (patha/vrview.py draw(), validated against our own arena captures): * lit = sceneAmbient + sum_i |dot(N, Ldir_i)| * Lcol_i (DPL double-sided) * base = matEmis + matDiff * lit * c = hasTex ? tex * base * 1.275 : base (tex*base/200, base was *255) * out = pow(fog(c), 1/1.25) (Division 10-bit-DAC gamma) * Material ambient and the light-ramp are intentionally unused here -- the * proven Division look folds ambient into the diffuse response and does not * ramp the base colour (the ramp only re-colours intensity texels at bake). */ static const char *rsh_fs_src = "varying vec3 vN; varying vec2 vUV; varying float vDist;\n" "uniform vec3 uAmbScene, uMatDiff, uMatEmis, uFogColor;\n" "uniform vec3 uLightDir0, uLightCol0, uLightDir1, uLightCol1;\n" "uniform vec3 uFog;\n" /* uFog: start, end, immune */ "uniform float uHasTex; uniform sampler2D uTex;\n" "void main() {\n" " vec3 N = normalize(vN);\n" " vec3 lit = uAmbScene\n" " + uLightCol0 * abs(dot(N, uLightDir0))\n" " + uLightCol1 * abs(dot(N, uLightDir1));\n" " vec3 base = uMatEmis + uMatDiff * lit;\n" " vec3 tex = texture2D(uTex, vUV).rgb;\n" " vec3 c = mix(base, tex * base * 1.275, uHasTex);\n" " float fr = clamp((uFog.y - vDist) / max(uFog.y - uFog.x, 0.001),\n" " 0.0, 1.0);\n" " fr = max(fr, uFog.z);\n" " c = mix(uFogColor, c, fr);\n" " gl_FragColor = vec4(pow(clamp(c, 0.0, 1.0), vec3(1.0/1.25)), 1.0);\n" "}\n"; static GLuint rsh_compile(GLenum kind, const char *src, pfnCreateShader cs, pfnShaderSource ss, pfnCompileShader cc, pfnGetShaderiv gi, pfnGetShaderInfoLog il) { GLuint s = cs(kind); ss(s, 1, &src, NULL); cc(s); GLint ok = 0; gi(s, GL_COMPILE_STATUS, &ok); if (!ok) { char log[512]; GLsizei n = 0; il(s, sizeof log, &n, log); fprintf(stderr, "VPX render: shader compile failed: %.*s\n", (int)n, log); return 0; } return s; } static void rsh_init(void) { rsh.tried = true; pfnCreateShader cs = (pfnCreateShader)wglGetProcAddress("glCreateShader"); pfnShaderSource ss = (pfnShaderSource)wglGetProcAddress("glShaderSource"); pfnCompileShader cc = (pfnCompileShader)wglGetProcAddress("glCompileShader"); pfnGetShaderiv gi = (pfnGetShaderiv)wglGetProcAddress("glGetShaderiv"); pfnGetShaderInfoLog il = (pfnGetShaderInfoLog)wglGetProcAddress("glGetShaderInfoLog"); pfnCreateProgram cp = (pfnCreateProgram)wglGetProcAddress("glCreateProgram"); pfnAttachShader as = (pfnAttachShader)wglGetProcAddress("glAttachShader"); pfnLinkProgram lp = (pfnLinkProgram)wglGetProcAddress("glLinkProgram"); pfnGetProgramiv gp = (pfnGetProgramiv)wglGetProcAddress("glGetProgramiv"); pfnGetUniformLocation gu = (pfnGetUniformLocation)wglGetProcAddress("glGetUniformLocation"); pfnUniform1i u1i = (pfnUniform1i)wglGetProcAddress("glUniform1i"); rsh.use = (pfnUseProgram)wglGetProcAddress("glUseProgram"); rsh.u3f = (pfnUniform3f)wglGetProcAddress("glUniform3f"); rsh.u1f = (pfnUniform1f)wglGetProcAddress("glUniform1f"); if (!cs || !ss || !cc || !gi || !il || !cp || !as || !lp || !gp || !gu || !u1i || !rsh.use || !rsh.u3f || !rsh.u1f) { fprintf(stderr, "VPX render: GLSL entry points unavailable, " "using fixed-function fallback\n"); return; } GLuint vs = rsh_compile(GL_VERTEX_SHADER, rsh_vs_src, cs, ss, cc, gi, il); GLuint fs = rsh_compile(GL_FRAGMENT_SHADER, rsh_fs_src, cs, ss, cc, gi, il); if (!vs || !fs) return; GLuint pr = cp(); as(pr, vs); as(pr, fs); lp(pr); GLint ok = 0; gp(pr, GL_LINK_STATUS, &ok); if (!ok) { fprintf(stderr, "VPX render: shader link failed, " "using fixed-function fallback\n"); return; } rsh.uAmbScene = gu(pr, "uAmbScene"); rsh.uMatAmb = gu(pr, "uMatAmb"); rsh.uMatDiff = gu(pr, "uMatDiff"); rsh.uMatEmis = gu(pr, "uMatEmis"); rsh.uFogColor = gu(pr, "uFogColor"); rsh.uViewFwd = gu(pr, "uViewFwd"); rsh.uLightDir0 = gu(pr, "uLightDir0"); rsh.uLightCol0 = gu(pr, "uLightCol0"); rsh.uLightDir1 = gu(pr, "uLightDir1"); rsh.uLightCol1 = gu(pr, "uLightCol1"); rsh.uRamp0 = gu(pr, "uRamp0"); rsh.uRamp1 = gu(pr, "uRamp1"); rsh.uFog = gu(pr, "uFog"); rsh.uHasTex = gu(pr, "uHasTex"); rsh.use(pr); u1i(gu(pr, "uTex"), 0); rsh.use(0); rsh.prog = pr; fprintf(stderr, "VPX render: dpl3-revive shading model active (GLSL)\n"); } /* scene lighting until the type-7 light node decode lands (step 2): * defaults keep the previous hardcoded sun; VPX_AMBIENT="r,g,b" and * VPX_SUN="r,g,b,pitch,yaw" (degrees, y-down world) override for tuning */ /* dpl3-revive default light rig (vrview.py): scene ambient 0.35 + one sun 0.65 * when the wire carries no lights (real light-node decode = next increment). */ static float rsh_amb[3] = { 0.35f, 0.35f, 0.35f }; static float rsh_sundir[3] = { -0.3412f, 0.8286f, -0.3899f }; /* travel dir */ static float rsh_suncol[3] = { 0.65f, 0.65f, 0.65f }; static void rsh_env(void) { static bool done = false; if (done) return; done = true; const char *a = getenv("VPX_AMBIENT"); if (a) sscanf(a, "%f,%f,%f", &rsh_amb[0], &rsh_amb[1], &rsh_amb[2]); const char *s = getenv("VPX_SUN"); if (s) { float p = -50.0f, y = 10.0f; if (sscanf(s, "%f,%f,%f,%f,%f", &rsh_suncol[0], &rsh_suncol[1], &rsh_suncol[2], &p, &y) >= 3) { float pr = p * 3.14159265f / 180.0f, yr = y * 3.14159265f / 180.0f; rsh_sundir[0] = -sinf(yr) * cosf(pr); rsh_sundir[1] = -sinf(pr); /* world is y-down */ rsh_sundir[2] = -cosf(yr) * cosf(pr); } } } static void rt_draw(HDC dc, const VFrame &f, int cw, int ch) { /* VPX_CLEAR="r,g,b" (0-1 floats) overrides the wire back_color clear. * Black makes decode gaps honest -- the game's sky-blue back_color reads * as terrain-to-the-horizon when instances are missing. */ static int has_clear = -1; static float cc[3]; if (has_clear < 0) { const char *cv = getenv("VPX_CLEAR"); has_clear = (cv && sscanf(cv, "%f,%f,%f", &cc[0], &cc[1], &cc[2]) == 3) ? 1 : 0; } glViewport(0, 0, cw, ch); if (has_clear) glClearColor(cc[0], cc[1], cc[2], 1.0f); else glClearColor(f.bg[0], f.bg[1], f.bg[2], 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (f.has_cam && !f.polys.empty()) { double n = f.nearp > 0 ? f.nearp : 2.0; double fa = f.farp > n ? f.farp : 12000.0; double wd = f.win[4] != 0 ? f.win[4] : 1.3; glMatrixMode(GL_PROJECTION); glLoadIdentity(); /* Demo/test path: Division screen x runs opposite to GL eye x * (SMPTE pattern comes out mirrored otherwise) -- flip x after * projection. Game path (ydown): NO x flip -- dpl3-revive's proven * pipeline has no lateral mirror, and the flip made yaw read * inverted (turn right, view swings left); the world's y-down DCS * reflection still needs the y flip. */ glScalef(f.ydown ? 1.0f : -1.0f, f.ydown ? -1.0f : 1.0f, 1.0f); glFrustum(f.win[0] * n / wd, f.win[2] * n / wd, f.win[1] * n / wd, f.win[3] * n / wd, n, fa); glMatrixMode(GL_MODELVIEW); GLfloat m[16]; for (int r = 0; r < 3; r++) for (int c = 0; c < 4; c++) m[c * 4 + r] = (c < 3) ? f.rot[r * 3 + c] : 0.0f; m[3] = m[7] = m[11] = 0.0f; m[15] = 1.0f; glLoadMatrixf(m); glTranslatef(-f.eye[0], -f.eye[1], -f.eye[2]); glEnable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glShadeModel(GL_SMOOTH); /* distance haze (dpl_SetViewFog): linear, eye-distance based. * VPX_NOFOG=1 disables (diagnostic). */ static int nofog = -1; if (nofog < 0) { const char *nf = getenv("VPX_NOFOG"); nofog = (nf && nf[0] && nf[0] != '0') ? 1 : 0; } bool fog_on = !nofog && f.fog && f.fogf > f.fogn; if (!rsh.tried) { rsh_env(); rsh_init(); } bool shade = rsh.prog != 0; if (shade) { /* gallery shading model: frame-level uniforms (world space) */ glDisable(GL_FOG); glDisable(GL_LIGHTING); rsh.use(rsh.prog); /* real wire lights (lmodel) when the frame carries any; else the * dpl3-revive default rig (scene ambient 0.35 + one sun 0.65). */ bool wl = f.nlit > 0 || (f.samb[0] + f.samb[1] + f.samb[2]) > 0.0f; if (wl) { rsh.u3f(rsh.uAmbScene, f.samb[0], f.samb[1], f.samb[2]); rsh.u3f(rsh.uLightDir0, f.nlit >= 1 ? f.ldir[0][0] : 0.0f, f.nlit >= 1 ? f.ldir[0][1] : 1.0f, f.nlit >= 1 ? f.ldir[0][2] : 0.0f); rsh.u3f(rsh.uLightCol0, f.nlit >= 1 ? f.lcol[0][0] : 0.0f, f.nlit >= 1 ? f.lcol[0][1] : 0.0f, f.nlit >= 1 ? f.lcol[0][2] : 0.0f); rsh.u3f(rsh.uLightDir1, f.nlit >= 2 ? f.ldir[1][0] : 0.0f, f.nlit >= 2 ? f.ldir[1][1] : 1.0f, f.nlit >= 2 ? f.ldir[1][2] : 0.0f); rsh.u3f(rsh.uLightCol1, f.nlit >= 2 ? f.lcol[1][0] : 0.0f, f.nlit >= 2 ? f.lcol[1][1] : 0.0f, f.nlit >= 2 ? f.lcol[1][2] : 0.0f); } else { rsh.u3f(rsh.uAmbScene, rsh_amb[0], rsh_amb[1], rsh_amb[2]); rsh.u3f(rsh.uLightDir0, rsh_sundir[0], rsh_sundir[1], rsh_sundir[2]); rsh.u3f(rsh.uLightCol0, rsh_suncol[0], rsh_suncol[1], rsh_suncol[2]); rsh.u3f(rsh.uLightDir1, 0.0f, 1.0f, 0.0f); rsh.u3f(rsh.uLightCol1, 0.0f, 0.0f, 0.0f); } /* camera forward in world coords: -row2 of the world->eye * rotation (rows = eye axes in world; eye looks down -z) */ rsh.u3f(rsh.uViewFwd, -f.rot[6], -f.rot[7], -f.rot[8]); rsh.u3f(rsh.uFogColor, f.fogc[0], f.fogc[1], f.fogc[2]); /* uFog = start, end, immune; immune=1 kills fog entirely. * Per-material immunity has no wire source yet -- 0 for all. */ if (fog_on) rsh.u3f(rsh.uFog, f.fogn, f.fogf, 0.0f); else rsh.u3f(rsh.uFog, 1.0f, 2.0f, 1.0f); } else { if (fog_on) { GLfloat fc[4] = { f.fogc[0], f.fogc[1], f.fogc[2], 1.0f }; glFogi(GL_FOG_MODE, GL_LINEAR); glFogf(GL_FOG_START, f.fogn); glFogf(GL_FOG_END, f.fogf); glFogfv(GL_FOG_COLOR, fc); glHint(GL_FOG_HINT, GL_NICEST); glEnable(GL_FOG); } else { glDisable(GL_FOG); } /* directional sun (world coords; modelview is loaded, so GL maps * it into eye space). World is y-down: up = -y. */ GLfloat lpos[4] = { 0.35f, -0.85f, 0.40f, 0.0f }; GLfloat lamb[4] = { 0.45f, 0.45f, 0.45f, 1.0f }; GLfloat ldif[4] = { 0.80f, 0.80f, 0.78f, 1.0f }; glLightfv(GL_LIGHT0, GL_POSITION, lpos); glLightfv(GL_LIGHT0, GL_AMBIENT, lamb); glLightfv(GL_LIGHT0, GL_DIFFUSE, ldif); glEnable(GL_LIGHT0); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glEnable(GL_NORMALIZE); } /* upload any new/changed baked material textures */ static std::map gltex; /* matkey -> GL name */ static std::map gltex_ver; static std::map > gltex_dim; /* VPX_UVNORM=1: treat wire UVs as texel-space and rescale by the * texture dimensions (pxpl5-era convention test) */ static int uvnorm = -1; if (uvnorm < 0) { const char *un = getenv("VPX_UVNORM"); uvnorm = (un && un[0] && un[0] != '0') ? 1 : 0; } EnterCriticalSection(&rt_lock); std::map texs = rt_texs; /* small; copy out */ LeaveCriticalSection(&rt_lock); for (std::map::const_iterator it = texs.begin(); it != texs.end(); ++it) { std::map::const_iterator vi = gltex_ver.find(it->first); if (vi != gltex_ver.end() && vi->second == it->second.ver) continue; GLuint id; std::map::const_iterator gi = gltex.find(it->first); if (gi == gltex.end()) { glGenTextures(1, &id); gltex[it->first] = id; } else id = gi->second; glBindTexture(GL_TEXTURE_2D, id); /* the i860 board point-sampled (VRENDER SCANLINE.SS: one fld.l per * pixel, no bilinear tap) -- NEAREST is authentic (dpl3-revive) */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, it->second.w, it->second.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, &it->second.rgba[0]); gltex_ver[it->first] = it->second.ver; gltex_dim[it->first] = std::make_pair(it->second.w, it->second.h); } glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); unsigned bound = 0; for (size_t i = 0; i < f.polys.size(); i++) { const VPoly &p = f.polys[i]; bool tex = p.matkey && gltex.count(p.matkey) && p.uv.size() * 3 == p.xyz.size() * 2; if (tex) { if (bound != p.matkey) { glBindTexture(GL_TEXTURE_2D, gltex[p.matkey]); bound = p.matkey; if (uvnorm) { std::map >::const_iterator di = gltex_dim.find(p.matkey); glMatrixMode(GL_TEXTURE); glLoadIdentity(); if (di != gltex_dim.end() && di->second.first > 0 && di->second.second > 0) glScalef(1.0f / di->second.first, 1.0f / di->second.second, 1.0f); glMatrixMode(GL_MODELVIEW); } } glEnable(GL_TEXTURE_2D); if (!shade) glColor3f(1.0f, 1.0f, 1.0f); } else { glDisable(GL_TEXTURE_2D); if (!shade) glColor3f(p.rgb[0], p.rgb[1], p.rgb[2]); } bool lit = !p.nrm.empty(); if (shade) { rsh.u3f(rsh.uMatAmb, p.amb[0], p.amb[1], p.amb[2]); rsh.u3f(rsh.uMatDiff, p.rgb[0], p.rgb[1], p.rgb[2]); rsh.u3f(rsh.uMatEmis, p.emis[0], p.emis[1], p.emis[2]); rsh.u3f(rsh.uRamp0, p.ramp0[0], p.ramp0[1], p.ramp0[2]); rsh.u3f(rsh.uRamp1, p.ramp1[0], p.ramp1[1], p.ramp1[2]); rsh.u1f(rsh.uHasTex, tex ? 1.0f : 0.0f); if (!lit) { /* no wire normals: flat world-space face normal * (Newell); the gallery model lights everything and * the shader flips it toward the viewer */ float nx = 0, ny = 0, nz = 0; size_t n = p.xyz.size() / 3; for (size_t v = 0; v < n; v++) { const float *a = &p.xyz[v * 3]; const float *b = &p.xyz[((v + 1) % n) * 3]; nx += (a[1] - b[1]) * (a[2] + b[2]); ny += (a[2] - b[2]) * (a[0] + b[0]); nz += (a[0] - b[0]) * (a[1] + b[1]); } float l = sqrtf(nx * nx + ny * ny + nz * nz); if (l < 1e-20f) { nx = 0; ny = -1; nz = 0; l = 1; } glNormal3f(nx / l, ny / l, nz / l); } } else { if (lit) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING); } glBegin(GL_POLYGON); for (size_t v = 0; v + 2 < p.xyz.size(); v += 3) { if (tex) glTexCoord2f(p.uv[v / 3 * 2], p.uv[v / 3 * 2 + 1]); if (lit) glNormal3f(p.nrm[v], p.nrm[v + 1], p.nrm[v + 2]); glVertex3f(p.xyz[v], p.xyz[v + 1], p.xyz[v + 2]); } glEnd(); } if (shade) rsh.use(0); glDisable(GL_TEXTURE_2D); glDisable(GL_LIGHTING); } SwapBuffers(dc); } /* VPX_DUMPDIR: when a file "/DUMP" appears, each display window writes its * current RGB buffer to "/win.bmp" (checked once per render tick). Lets * the host grab pixel-perfect captures without moving/raising live windows. */ static char pal_dump_dir[512] = ""; /* Explode mode: the pod's radar CRT is mounted sideways, so the encoded * frame is 90deg off; rotate clockwise to view it upright on a desktop. */ static bool pal_radar_cw = false; static void write_bmp(const char *path, const unsigned char *rgb, int W, int H) { FILE *f = fopen(path, "wb"); if (!f) return; int rowsz = (W * 3 + 3) & ~3; /* 4-byte row padding */ unsigned imgsz = (unsigned)rowsz * (unsigned)H; unsigned filesz = 54u + imgsz; unsigned char hdr[54]; memset(hdr, 0, sizeof hdr); hdr[0]='B'; hdr[1]='M'; hdr[2]=(unsigned char)filesz; hdr[3]=(unsigned char)(filesz>>8); hdr[4]=(unsigned char)(filesz>>16); hdr[5]=(unsigned char)(filesz>>24); hdr[10]=54; hdr[14]=40; hdr[18]=(unsigned char)W; hdr[19]=(unsigned char)(W>>8); hdr[22]=(unsigned char)H; hdr[23]=(unsigned char)(H>>8); hdr[26]=1; hdr[28]=24; hdr[34]=(unsigned char)imgsz; hdr[35]=(unsigned char)(imgsz>>8); hdr[36]=(unsigned char)(imgsz>>16); hdr[37]=(unsigned char)(imgsz>>24); fwrite(hdr, 1, 54, f); static unsigned char row[640*3 + 4]; const unsigned char pad[3] = {0,0,0}; for (int y = H - 1; y >= 0; y--) { /* BMP bottom-up; img top-down */ const unsigned char *s = &rgb[(size_t)y * W * 3]; for (int x = 0; x < W; x++) { /* RGB -> BGR */ row[x*3+0] = s[x*3+2]; row[x*3+1] = s[x*3+1]; row[x*3+2] = s[x*3+0]; } fwrite(row, 1, (size_t)W * 3, f); if (rowsz > W*3) fwrite(pad, 1, (size_t)(rowsz - W*3), f); } fclose(f); } /* ---- VDB display windows: one 640x480 window per VGA head ---------------- * Decodes the gauge framebuffer (DOSBox's 16bpp M_LIN16 video memory, the * encoded stream the VDB splits): win0 = bits 0-7 via pal0 = color radar; * win3/win4 = bits 8-15 via pal1/pal2 = the two MFD heads (mono MFDs ride * the individual R/G/B channel wires). g=1/2 (exploratory) no longer used. */ static void pal_draw(HDC dc, int g, int cw, int ch, bool dump) { const int W = 640, H = 480; static unsigned char img[640 * 480 * 3]; const uint8_t *fb = vga.mem.linear; Bitu mask = vga.draw.linear_mask ? vga.draw.linear_mask : (vga.mem.memsize ? vga.mem.memsize - 1 : 0); Bitu start = vga.config.real_start; /* visible page start (bytes) */ Bitu stride = (Bitu)W * 2; /* 16bpp */ if (fb) { /* win0 = framebuffer LOW byte (bits 0-7) through pal0; win3/win4 = * framebuffer HIGH byte (bits 8-15) through pal1/pal2. All as 8-bit * RGB (6-bit VGA-DAC expanded to 8-bit). pal0 is dynamic; pal1/pal2 * are static. (g<=2 would decode bits 0-7 via pal g; only g=0 is * created now.) */ for (int y = 0; y < H; y++) { Bitu ofs = start + (Bitu)y * stride; unsigned char *d = &img[(size_t)y * W * 3]; for (int x = 0; x < W; x++, ofs += 2, d += 3) { uint16_t px = *(const uint16_t *)(fb + (ofs & mask)); unsigned idx; int pg, chn = -1; if (g <= 2) { idx = px & 0xFFu; pg = g; } /* bits 0-7 via pal0/1/2 */ else if (g <= 4) { idx = (px >> 8u) & 0xFFu; pg = g - 2; } /* bits 8-15 via pal1/2 */ else { idx = (px >> 8u) & 0xFFu; /* wins 5-9: one mono MFD */ pg = (g <= 6) ? 1 : 2; /* = one color wire of a */ chn = (g <= 6) ? g - 5 : g - 7; } /* head (pentapus split) */ const unsigned char *e = &vdb_pal[pg].ram[idx * 3u]; if (chn < 0) { d[0] = (unsigned char)((e[0] << 2) | (e[0] >> 4)); /* 6-bit DAC -> 8-bit R */ d[1] = (unsigned char)((e[1] << 2) | (e[1] >> 4)); /* G */ d[2] = (unsigned char)((e[2] << 2) | (e[2] >> 4)); /* B */ } else { unsigned char v = (unsigned char)((e[chn] << 2) | (e[chn] >> 4)); d[0] = (unsigned char)(v >> 3); /* mono MFD: green-phosphor tube, */ d[1] = v; /* wire level = beam brightness */ d[2] = (unsigned char)(v >> 3); } } } } else { memset(img, 0, sizeof img); } int DW = W, DH = H; const unsigned char *out = img; if (g == 0 && pal_radar_cw) { static unsigned char rot[640 * 480 * 3]; /* 90deg CW: 480x640 */ for (int dy = 0; dy < W; dy++) { unsigned char *o = &rot[(size_t)dy * H * 3]; for (int dx = 0; dx < H; dx++, o += 3) { const unsigned char *s = &img[((size_t)(H - 1 - dx) * W + dy) * 3]; o[0] = s[0]; o[1] = s[1]; o[2] = s[2]; } } out = rot; DW = H; DH = W; } if (dump && pal_dump_dir[0]) { char p[600]; snprintf(p, sizeof p, "%s/win%d.bmp", pal_dump_dir, g); write_bmp(p, out, DW, DH); } glViewport(0, 0, cw, ch); glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); glDisable(GL_DEPTH_TEST); glDisable(GL_TEXTURE_2D); glDisable(GL_LIGHTING); glPixelZoom((float)cw / DW, -(float)ch / DH); /* scale + flip y */ glRasterPos2f(-1.0f, 1.0f); glDrawPixels(DW, DH, GL_RGB, GL_UNSIGNED_BYTE, out); SwapBuffers(dc); } static LRESULT CALLBACK rt_wndproc(HWND w, UINT msg, WPARAM wp, LPARAM lp) { if (msg == WM_CLOSE) { ShowWindow(w, SW_MINIMIZE); return 0; } return DefWindowProcA(w, msg, wp, lp); } /* Find this process's DOSBox main (SDL) window: visible, not one of our * VPXGL windows, "DOSBox" in the title. */ static BOOL CALLBACK find_dosbox_wnd(HWND h, LPARAM lp) { DWORD pid; GetWindowThreadProcessId(h, &pid); if (pid != GetCurrentProcessId() || !IsWindowVisible(h)) return TRUE; char cls[64]; GetClassNameA(h, cls, sizeof cls); if (strcmp(cls, "VPXGL") == 0) return TRUE; char t[160]; GetWindowTextA(h, t, sizeof t); if (!strstr(t, "DOSBox")) return TRUE; *(HWND *)lp = h; return FALSE; } /* Create a visible window with its own GL context (each window gets its own * so we can render several from one thread by wglMakeCurrent-ing each). */ static bool make_gl_window(const char *title, int w, int h, int x, int y, bool borderless, HWND *out_wnd, HDC *out_dc, HGLRC *out_gl) { DWORD style = borderless ? WS_POPUP : WS_OVERLAPPEDWINDOW; RECT r = { 0, 0, w, h }; AdjustWindowRect(&r, style, FALSE); HWND wnd = CreateWindowA("VPXGL", title, style | WS_VISIBLE, x, y, r.right - r.left, r.bottom - r.top, NULL, NULL, GetModuleHandleA(NULL), NULL); if (!wnd) return false; HDC dc = GetDC(wnd); PIXELFORMATDESCRIPTOR pfd; memset(&pfd, 0, sizeof pfd); pfd.nSize = sizeof pfd; pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 24; pfd.cDepthBits = 24; SetPixelFormat(dc, ChoosePixelFormat(dc, &pfd), &pfd); HGLRC gl = wglCreateContext(dc); if (!gl) return false; *out_wnd = wnd; *out_dc = dc; *out_gl = gl; return true; } /* Optional per-window geometry override: = "x,y[,w,h]". */ static void env_rect(const char *name, int *x, int *y, int *w, int *h) { const char *v = getenv(name); if (!v || !v[0]) return; int a, b, c, d; int n = sscanf(v, "%d,%d,%d,%d", &a, &b, &c, &d); if (n >= 2) { *x = a; *y = b; } if (n >= 4) { *w = c; *h = d; } } static DWORD WINAPI rt_main(LPVOID) { WNDCLASSA wc; memset(&wc, 0, sizeof wc); wc.style = CS_OWNDC; wc.lpfnWndProc = rt_wndproc; wc.hInstance = GetModuleHandleA(NULL); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.lpszClassName = "VPXGL"; RegisterClassA(&wc); /* VPX_COCKPIT=1: borderless windows on the modernized cockpit's four VGA * heads -- main (Division) 800x600 @ 0,0; radar (win0) 640x480 @ 800,0; * the two MFD heads (win3/win4) 640x480 @ 1440,0 and 2080,0 (those two * outputs are driver-spanned into one 1280x480 canvas starting at * x=1440). VPX_MAIN / VPX_WIN = "x,y[,w,h]" override any window. */ /* Layout modes (VPX_COCKPIT wins if both are set): * VPX_COCKPIT=1 four borderless windows on the rig's VGA heads. * VPX_EXPLODE=1 all 7 cockpit displays on one desktop: the two MFD * heads split into their individual R/G/B wires (what * the pentapus cable does), plus radar and main. * (neither) framed debug row of the 3 raw heads. */ const char *ck = getenv("VPX_COCKPIT"); bool cockpit = (ck && ck[0] && ck[0] != '0'); const char *ex = getenv("VPX_EXPLODE"); bool explode = !cockpit && ex && ex[0] && ex[0] != '0'; /* VPX_NOMAIN=1: no native Division window (the dpl3-revive bridge is the * out-the-window view; ours stays available as a wire-decode diagnostic). * Radar/MFD windows are unaffected; the main slot geometry still anchors * the DOSBox parking below. */ const char *nm = getenv("VPX_NOMAIN"); bool nomain = nm && nm[0] && nm[0] != '0'; HWND wnd = NULL; HDC dc = NULL; HGLRC gl = NULL; int mx = 40, my = 40, mw = 832, mh = 512; if (cockpit) { mx = 0; my = 0; mw = 800; mh = 600; } else if (explode) { mx = 2020; my = 20; mw = 800; mh = 600; } env_rect("VPX_MAIN", &mx, &my, &mw, &mh); if (!nomain && !make_gl_window("VPX VelociRender (emulated)", mw, mh, mx, my, cockpit, &wnd, &dc, &gl)) return 1; /* Display windows: win0 = bits 0-7 via pal0 (color radar); win3/win4 = * bits 8-15 via pal1/pal2 (the two raw MFD heads, channels superimposed); * wins 5-9 = the five mono MFDs, one head color-wire each (pentapus * split). The former exploratory win1/win2 are removed; g numbering is * stable so pal_draw's decode and the win.bmp dump names hold. */ const int NWIN = 10; static const char *pal_titles[10] = { "radar (HEAD C) - bits 0-7 via pal0", "", "", "MFD head A, 2 lower (bits 8-15 via pal1)", "MFD head B, 3 upper (bits 8-15 via pal2)", "MFD lower-left (HEAD A / red wire)", "MFD lower-right (HEAD A / green wire)", "MFD upper-left (HEAD B / red wire)", "MFD upper-center (HEAD B / green wire)", "MFD upper-right (HEAD B / blue wire)" }; static const int ck_x[5] = { 800, 0, 0, 1440, 2080 }; /* explode grid, all displays at native 640x480 (radar 480x640 * portrait, rotated upright): upper MFD row on top; below it the two * lower MFDs in the outer columns (LR aligned under UR) with the radar * centered between them; main in the right-hand column (mx/my above). */ pal_radar_cw = explode; /* win7 (UL-decoded) and win9 (UR-decoded) trade screen positions: the two * upper-outer MFDs read backward on the desktop (user 2026-07-07). This is * a LOCATION swap only -- the decode (channel/palette) is untouched; whether * the underlying cause is a color-translation or pentapus-cable order is * still TBD and must be checked on a real pod. So win7 sits on the right * (x=1340), win9 on the left (x=20). */ static const int ex_x[10] = { 760, 0,0,0,0, 20, 1340, 1340, 680, 20 }; static const int ex_y[10] = { 560, 0,0,0,0, 560, 560, 20, 20, 20 }; HWND pwnd[10]; HDC pdc[10]; HGLRC pgl[10]; bool phave[10]; int slot = 0; /* debug-grid position counter */ for (int g = 0; g < NWIN; g++) { phave[g] = false; if (g == 1 || g == 2) continue; /* exploratory decodes, removed */ bool want = explode ? (g == 0 || g >= 5) /* radar + 5 mono MFDs */ : (g <= 4); /* radar + 2 raw heads */ if (!want) continue; int x, y, w, h; if (cockpit) { x = ck_x[g]; y = 0; w = 640; h = 480; } else if (explode) { x = ex_x[g]; y = ex_y[g]; if (g == 0) { w = 480; h = 640; } /* portrait radar */ else { w = 640; h = 480; } } else { x = 700 + (slot % 3) * 500; y = 20 + (slot / 3) * 400; w = 480; h = 360; } slot++; char en[16]; snprintf(en, sizeof en, "VPX_WIN%d", g); env_rect(en, &x, &y, &w, &h); phave[g] = make_gl_window(pal_titles[g], w, h, x, y, cockpit, &pwnd[g], &pdc[g], &pgl[g]); } VFrame cur; bool dosbox_parked = false; for (;;) { /* 50ms timeout so the palette windows animate even between VPX * frames (pal0 is rewritten continuously by the game). */ DWORD w = MsgWaitForMultipleObjects(1, &rt_event, FALSE, 50, QS_ALLINPUT); MSG msg; while (PeekMessageA(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessageA(&msg); } if (w == WAIT_OBJECT_0) { bool redraw = false; EnterCriticalSection(&rt_lock); if (rt_new) { cur = rt_pending; rt_new = false; redraw = true; } LeaveCriticalSection(&rt_lock); if (redraw && cur.valid && wnd) { wglMakeCurrent(dc, gl); RECT cr; GetClientRect(wnd, &cr); rt_draw(dc, cur, cr.right, cr.bottom); rt_frames++; } } /* redraw the display windows every tick (live); dump BMPs if triggered */ bool dump = false; if (pal_dump_dir[0]) { char trig[600]; snprintf(trig, sizeof trig, "%s/DUMP", pal_dump_dir); FILE *tf = fopen(trig, "rb"); if (tf) { fclose(tf); remove(trig); dump = true; } } for (int g = 0; g < NWIN; g++) { if (!phave[g]) continue; wglMakeCurrent(pdc[g], pgl[g]); RECT cr; GetClientRect(pwnd[g], &cr); pal_draw(pdc[g], g, cr.right, cr.bottom, dump); } /* explode mode: once the DOSBox main screen exists, park it * centered under the Division window (one-shot; user can move it * afterwards). */ if (explode && !dosbox_parked) { HWND dos = NULL; EnumWindows(find_dosbox_wnd, (LPARAM)&dos); if (dos) { RECT dv, db; if (wnd) GetWindowRect(wnd, &dv); else { dv.left = mx; dv.top = my; /* VPX_NOMAIN: the */ dv.right = mx + mw; dv.bottom = my + mh; } /* main slot */ GetWindowRect(dos, &db); int x = (dv.left + dv.right) / 2 - (int)(db.right - db.left) / 2; int y = dv.bottom + 10; SetWindowPos(dos, NULL, x, y, 0, 0, SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE); dosbox_parked = true; } } } } /* ---- scene-graph message decode ----------------------------------------- */ /* VPX_TEXLOG=: texture-pipeline ground-truth log (type-12/13 flushes, * texel-upload headers, bake decisions) for decoding texture params. */ static FILE *tex_log_fp(void) { static FILE *fp = NULL; static bool tried = false; if (!tried) { tried = true; const char *p = getenv("VPX_TEXLOG"); if (p && p[0]) fp = fopen(p, "w"); } return fp; } /* Bake material's texture (intensity) through its ramp into RGBA and stash it * for the GL thread. Returns the material key if textured, else 0. */ static std::map baked_ver; /* material -> baked tex ver */ static unsigned bake_material_tex(unsigned matname) { std::map::const_iterator tmi = S.mat_texmap.find(matname); if (tmi == S.mat_texmap.end()) return 0; std::map::const_iterator txi = S.texmap_tex.find(tmi->second); if (txi == S.texmap_tex.end()) return 0; std::map::const_iterator ti = S.tex.find(txi->second); if (ti == S.tex.end() || ti->second.px.empty()) return 0; const VTex &t = ti->second; size_t npx = (size_t)t.w * t.h; /* effective bpp from the upload-size ratio: dpl_TEXMAP has a * bits_per_texel field but its wire semantics are unverified; the * byte count is arithmetic ground truth. 16bpp = LE u16 intensity * (hi byte), 4bpp = two texels/byte low-nibble-first. */ int bpp = t.px.size() >= npx * 2 ? 16 : t.px.size() >= npx ? 8 : t.px.size() * 2 >= npx ? 4 : 0; if (!bpp) return 0; std::map::const_iterator bi = baked_ver.find(matname); if (bi != baked_ver.end() && bi->second == t.ver) return matname; FILE *tl = tex_log_fp(); if (tl) { fprintf(tl, "bake mat=%08x texmap=%08x %dx%d px=%lu bpp=%d\n", matname, txi->second, t.w, t.h, (unsigned long)t.px.size(), bpp); fflush(tl); } float lo[3] = { 0, 0, 0 }, hi[3] = { 1, 1, 1 }; std::map::const_iterator ri = S.mat_ramp.find(matname); if (ri != S.mat_ramp.end()) { std::map::const_iterator rr = S.ramp.find(ri->second); if (rr != S.ramp.end()) { memcpy(lo, rr->second.lo, sizeof lo); memcpy(hi, rr->second.hi, sizeof hi); } } TexImg img; static unsigned bake_gen = 0; /* unique per bake so GL re-uploads */ img.w = t.w; img.h = t.h; img.ver = ++bake_gen; img.rgba.resize((size_t)t.w * t.h * 4); for (size_t i = 0; i < npx; i++) { unsigned char raw = bpp == 16 ? t.px[i * 2 + 1] : bpp == 8 ? t.px[i] : (unsigned char)(((t.px[i / 2] >> ((i & 1) * 4)) & 0xF) * 17); float a = raw / 255.0f; for (int c = 0; c < 3; c++) { float v = lo[c] + (hi[c] - lo[c]) * a; img.rgba[i * 4 + c] = (unsigned char)(v < 0 ? 0 : v > 1 ? 255 : v * 255.0f + 0.5f); } img.rgba[i * 4 + 3] = 255; } EnterCriticalSection(&rt_lock); rt_texs[matname] = img; LeaveCriticalSection(&rt_lock); baked_ver[matname] = t.ver; return matname; } static void emit_geogroup(VFrame &f, unsigned gg, const M16 *world) { VMatG gmat; gmat.diff[0] = 1.0f; gmat.diff[1] = 0.0f; gmat.diff[2] = 1.0f; /* magenta */ gmat.amb[0] = 1.0f; gmat.amb[1] = 0.0f; gmat.amb[2] = 1.0f; VRamp rp = { { 0.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f } }; /* identity */ unsigned matname = 0; std::map::const_iterator gmi = S.ggmat.find(gg); if (gmi != S.ggmat.end()) { matname = gmi->second; std::map::const_iterator mi = S.mat.find(matname); if (mi != S.mat.end()) gmat = mi->second; std::map::const_iterator rmi = S.mat_ramp.find(matname); if (rmi != S.mat_ramp.end()) { std::map::const_iterator ri = S.ramp.find(rmi->second); if (ri != S.ramp.end()) rp = ri->second; } } unsigned texkey = matname ? bake_material_tex(matname) : 0; std::map >::const_iterator ci = S.children.find(gg); if (ci == S.children.end()) return; for (size_t k = 0; k < ci->second.size(); k++) { unsigned geo = ci->second[k]; std::map >::const_iterator vi = S.verts.find(geo); std::map > >::const_iterator pi = S.polys.find(geo); if (vi == S.verts.end() || pi == S.polys.end()) continue; const std::vector &vv = vi->second; const std::vector *uv = NULL; const std::vector *nr = NULL; std::map >::const_iterator ui = S.uvs.find(geo); if (ui != S.uvs.end() && ui->second.size() * 3 == vv.size() * 2) uv = &ui->second; std::map >::const_iterator ni = S.nrms.find(geo); if (ni != S.nrms.end() && ni->second.size() == vv.size()) { /* only meaningful if not all-zero (stride < 8 stores zeros) */ for (size_t z = 0; z < ni->second.size(); z++) if (ni->second[z] != 0.0f) { nr = &ni->second; break; } } for (size_t q = 0; q < pi->second.size(); q++) { const std::vector &idx = pi->second[q]; VPoly poly; memcpy(poly.rgb, gmat.diff, sizeof poly.rgb); memcpy(poly.amb, gmat.amb, sizeof poly.amb); memcpy(poly.emis, gmat.emis, sizeof poly.emis); poly.matkey = (texkey && uv) ? texkey : 0; if (!poly.matkey) { /* untextured: the shading ramp applies to the light; for * textured polys the bake already ran texels through the * ramp, so keep the constructor's identity light-ramp */ memcpy(poly.ramp0, rp.lo, sizeof poly.ramp0); memcpy(poly.ramp1, rp.hi, sizeof poly.ramp1); } for (size_t j = 0; j < idx.size(); j++) { size_t o = (size_t)idx[j] * 3; if (o + 2 >= vv.size()) continue; float out[3]; if (world) m16_xform(*world, &vv[o], out); else { out[0] = vv[o]; out[1] = vv[o + 1]; out[2] = vv[o + 2]; } poly.xyz.push_back(out[0]); poly.xyz.push_back(out[1]); poly.xyz.push_back(out[2]); if (poly.matkey) { poly.uv.push_back((*uv)[(size_t)idx[j] * 2]); poly.uv.push_back((*uv)[(size_t)idx[j] * 2 + 1]); } if (nr) { float nout[3]; if (world) m16_xform_dir(*world, &(*nr)[o], nout); else { nout[0] = (*nr)[o]; nout[1] = (*nr)[o + 1]; nout[2] = (*nr)[o + 2]; } poly.nrm.push_back(nout[0]); poly.nrm.push_back(nout[1]); poly.nrm.push_back(nout[2]); } } if (poly.nrm.size() != poly.xyz.size()) poly.nrm.clear(); if (poly.xyz.size() >= 9) f.polys.push_back(poly); } } } static void scene_publish_frame(void) { VFrame f = S.view; f.valid = true; f.ydown = !S.dcs_mat.empty(); /* game path: world is y-down */ /* Game (full DPL) path: instances are list_add children of DCS nodes; * instance -> object -> lod -> geogroup -> geometry, transformed by the * dcs_link articulation tree. */ std::map cache; std::map gg_done; /* resolve wire lights: ambient (type 2) sums into samb; directional * (type 3) aim = the light DCS's +Z world row (dpl3-revive). Up to two * directional slots feed the shader; if none, rt_draw uses its rig. */ for (std::map::const_iterator li = S.lights.begin(); li != S.lights.end(); ++li) { const VScene::VLight &L = li->second; if (L.ltype == 2) { for (int i = 0; i < 3; i++) f.samb[i] += L.rgb[i]; } else if (L.ltype == 3 && f.nlit < 2) { M16 w; dcs_world(L.dcs, cache, w); float dx = w.m[8], dy = w.m[9], dz = w.m[10]; /* +Z world row */ float n = sqrtf(dx * dx + dy * dy + dz * dz); if (n > 1e-6f) { int s = f.nlit++; f.ldir[s][0] = dx / n; f.ldir[s][1] = dy / n; f.ldir[s][2] = dz / n; for (int i = 0; i < 3; i++) f.lcol[s][i] = L.rgb[i]; } } } { /* periodic light-decode diagnostic (stderr): how many type-6/0xe * light nodes exist vs how many decoded, sampled throughout so it * catches the mission-loaded scene (not just boot). */ static int fc = 0; if (++fc % 120 == 1) { int n6 = 0, ne = 0; for (std::map::const_iterator ti = S.type.begin(); ti != S.type.end(); ++ti) { if (ti->second == 6) n6++; if (ti->second == 0xe) ne++; } fprintf(stderr, "VPX lights@f%d: type6=%d typeE=%d decoded=%d " "dir=%d amb(%.2f,%.2f,%.2f)\n", fc, n6, ne, (int)S.lights.size(), f.nlit, f.samb[0], f.samb[1], f.samb[2]); if (f.nlit) fprintf(stderr, " L0 dir(%.2f,%.2f,%.2f) col(%.2f,%.2f,%.2f)\n", f.ldir[0][0], f.ldir[0][1], f.ldir[0][2], f.lcol[0][0], f.lcol[0][1], f.lcol[0][2]); } } for (std::map >::const_iterator di = S.children.begin(); di != S.children.end(); ++di) { if (S.type.count(di->first) == 0 || S.type[di->first] != 5) continue; M16 world; dcs_world(di->first, cache, world); for (size_t i = 0; i < di->second.size(); i++) { unsigned inst = di->second[i]; /* (hidden-instance w3 skip removed -- our w3 offset was culling * the ground plane; revisit once the offset is confirmed) */ std::map::const_iterator oi = S.inst_object.find(inst); if (oi == S.inst_object.end()) continue; std::map >::const_iterator li = S.children.find(oi->second); if (li == S.children.end() || li->second.empty()) continue; /* First LOD child: the host maintains the active LOD at the list * head (the wire lod flush carries no switch distances -- LOD * selection is host-side). */ unsigned lod = li->second[0]; std::map >::const_iterator ggi = S.children.find(lod); if (ggi == S.children.end()) continue; for (size_t g = 0; g < ggi->second.size(); g++) { emit_geogroup(f, ggi->second[g], &world); gg_done[ggi->second[g]] = true; } } } /* flyk (flat) path: geogroups with geometry directly, no instance */ for (std::map::const_iterator gi = S.ggmat.begin(); gi != S.ggmat.end(); ++gi) if (!gg_done.count(gi->first)) emit_geogroup(f, gi->first, NULL); EnterCriticalSection(&rt_lock); rt_pending = f; rt_new = true; LeaveCriticalSection(&rt_lock); SetEvent(rt_event); } static void scene_burst(const unsigned char *p, size_t n) { if (n < 4) return; unsigned action = rd_u32(p); const unsigned char *d = p + 4; size_t nb = n - 4; /* multi-burst payload continuations take priority over new headers */ if (S.geom_active && action == 23) { for (size_t o = 0; o + 3 < nb; o += 4) S.geom_acc.push_back(rd_f32(d + o)); if (S.geom_acc.size() >= S.geom_need * S.geom_stride) { std::vector &vl = S.verts[S.geom_node]; std::vector &tl = S.uvs[S.geom_node]; std::vector &nl = S.nrms[S.geom_node]; vl.clear(); tl.clear(); nl.clear(); /* record layout by stride: 5 = xyz+uv, * 8/9 = xyz + normal(3..5) + uv(6..7) (+extra) */ size_t uvo = (S.geom_stride >= 8) ? 6 : (S.geom_stride == 5) ? 3 : 0; bool has_n = S.geom_stride >= 8; for (size_t i = 0; i + 2 < S.geom_need * S.geom_stride; i += S.geom_stride) { vl.push_back(S.geom_acc[i]); vl.push_back(S.geom_acc[i + 1]); vl.push_back(S.geom_acc[i + 2]); if (uvo && i + uvo + 1 < S.geom_acc.size()) { tl.push_back(S.geom_acc[i + uvo]); tl.push_back(S.geom_acc[i + uvo + 1]); } else { tl.push_back(0); tl.push_back(0); } if (has_n && i + 5 < S.geom_acc.size()) { nl.push_back(S.geom_acc[i + 3]); nl.push_back(S.geom_acc[i + 4]); nl.push_back(S.geom_acc[i + 5]); } else { nl.push_back(0); nl.push_back(0); nl.push_back(0); } } FILE *flog = tex_log_fp(); if (flog && uvo && !tl.empty()) { float ulo = tl[0], uhi = tl[0], vlo = tl[1], vhi = tl[1]; for (size_t k = 0; k + 1 < tl.size(); k += 2) { if (tl[k] < ulo) ulo = tl[k]; if (tl[k] > uhi) uhi = tl[k]; if (tl[k + 1] < vlo) vlo = tl[k + 1]; if (tl[k + 1] > vhi) vhi = tl[k + 1]; } fprintf(flog, "geomuv node=%08x verts=%lu stride=%lu " "u=[%g,%g] v=[%g,%g]\n", S.geom_node, (unsigned long)(vl.size() / 3), (unsigned long)S.geom_stride, ulo, uhi, vlo, vhi); fflush(flog); } S.geom_acc.clear(); S.geom_active = false; } return; } if (S.tex_active && action == 26) { for (size_t o = 0; o < nb; o++) S.tex_acc.push_back(d[o]); if (S.tex_acc.size() >= S.tex_need) { VTex &t = S.tex[S.tex_node]; t.px.assign(S.tex_acc.begin(), S.tex_acc.begin() + S.tex_need); t.ver++; S.tex_acc.clear(); S.tex_active = false; } return; } if (S.conn_active && action == 25) { std::vector > &pl = S.polys[S.conn_node]; size_t nw = nb / 4; for (size_t o = 0; o + S.conn_loop <= nw; o += S.conn_loop) { std::vector loop; for (unsigned j = 0; j + 1 < S.conn_loop; j++) /* drop closing dup */ loop.push_back((int)rd_u32(d + (o + j) * 4)); pl.push_back(loop); } if (pl.size() >= S.conn_npolys) S.conn_active = false; return; } switch (action) { case 1: /* create [type][name] */ if (nb >= 8) S.type[rd_u32(d + 4)] = rd_u32(d); break; case 3: { /* flush [name][type][struct] */ if (nb < 8) break; unsigned name = rd_u32(d), t = rd_u32(d + 4); if (t == 11 && nb >= 92) { /* material */ /* dpl_MATERIAL wire layout (verified on a live capture): * texture ref d+8, ramp ref d+20, emissive d+24, ambient * d+36, diffuse d+48, opacity d+60, specular+shin d+72. * Fixed offsets: the old scan-by-node-type missed refs * whose create hadn't arrived yet (=> default gray ramp). * Refs resolve lazily at bake time, so order is safe. * Boot flushes can carry heap garbage -- clamp (NaN fails * the range test and lands on the default). */ VMatG m; for (int i = 0; i < 3; i++) { float e = rd_f32(d + 24 + i * 4), a = rd_f32(d + 36 + i * 4); float df = rd_f32(d + 48 + i * 4), sp = rd_f32(d + 72 + i * 4); m.emis[i] = (e >= 0.0f && e <= 8.0f) ? e : 0.0f; m.amb[i] = (a >= 0.0f && a <= 8.0f) ? a : 0.6f; m.diff[i] = (df >= 0.0f && df <= 8.0f) ? df : 0.6f; m.spec[i] = (sp >= 0.0f && sp <= 8.0f) ? sp : 0.0f; } float op = rd_f32(d + 60), sh = rd_f32(d + 84); m.opacity = (op >= 0.0f && op <= 1.0f) ? op : 1.0f; m.shin = (sh >= 0.0f && sh <= 1024.0f) ? sh : 0.0f; /* dpl3-revive: exact ambient==(1,0,0) AND diffuse==(1,0,0) is * the shipped build's UNSET-material marker (on every * .B2Z-default material), not a colour -- render as white. */ if (m.amb[0] == 1.0f && m.amb[1] == 0.0f && m.amb[2] == 0.0f && m.diff[0] == 1.0f && m.diff[1] == 0.0f && m.diff[2] == 0.0f) { for (int i = 0; i < 3; i++) { m.amb[i] = 1.0f; m.diff[i] = 1.0f; } } S.mat[name] = m; unsigned tref = rd_u32(d + 8), rref = rd_u32(d + 20); if (tref && tref != 0xFFFFFFFFu) S.mat_texmap[name] = tref; else S.mat_texmap.erase(name); if (rref && rref != 0xFFFFFFFFu) S.mat_ramp[name] = rref; else S.mat_ramp.erase(name); baked_ver.erase(name); /* rebake with fresh bindings */ } else if (t == 12 && nb >= 12) { /* texture params */ /* dpl_TEXTURE: texmap ref at d+8 (then minify/magnify/ * alpha/wrap/detail/u0/v0/du/dv -- not yet used) */ unsigned mref = rd_u32(d + 8); if (mref && mref != 0xFFFFFFFFu) S.texmap_tex[name] = mref; FILE *tl = tex_log_fp(); if (tl && nb >= 60) { fprintf(tl, "t12 tex=%08x texmap=%08x min=%d mag=%d " "alpha=%d wrapu=%d wrapv=%d detail=%d u0=%g " "v0=%g du=%g dv=%g atime=%g abhv=%d\n", name, mref, (int)rd_u32(d + 12), (int)rd_u32(d + 16), (int)rd_u32(d + 20), (int)rd_u32(d + 24), (int)rd_u32(d + 28), (int)rd_u32(d + 32), rd_f32(d + 36), rd_f32(d + 40), rd_f32(d + 44), rd_f32(d + 48), rd_f32(d + 52), (int)rd_u32(d + 56)); fflush(tl); } } else if (t == 7 && nb >= 12) { /* light */ /* dpl_LIGHT wire layout still unknown (field-by-field * serializer, not a struct dump) -- raw dump each u32 as * hex + float until the offsets are pinned */ FILE *tl = tex_log_fp(); if (tl) { fprintf(tl, "t7 light=%08x nb=%lu raw=", name, (unsigned long)nb); for (size_t o = 8; o + 3 < nb; o += 4) fprintf(tl, " %08x/%g", rd_u32(d + o), rd_f32(d + o)); fprintf(tl, "\n"); fflush(tl); } } else if (t == 6 || t == 0xe) { /* lmodel / light */ { static bool dl = false; if (!dl) { dl = true; fprintf(stderr, "VPX lightnode t=%u nb=%lu:", (unsigned)t, (unsigned long)nb); for (size_t o = 8; o + 3 < nb && o < 56; o += 4) fprintf(stderr, " [%u]%08x/%g", (unsigned)o, rd_u32(d + o), rd_f32(d + o)); fprintf(stderr, "\n"); } } /* dpl3-revive light decode: dcs @d+12, light_type @d+16 * (2=ambient, 3=directional), rgb @d+20..28. Directional aim * is resolved to the light DCS's +Z world row at frame * assembly. The sanity range rejects the game's 4 stray * type-0xe 32B "vehicle lamp" bodies (heap-garbage rgb). */ if (nb >= 32) { unsigned ldcs = rd_u32(d + 12); int ltype = (int)rd_u32(d + 16); float r = rd_f32(d + 20), g = rd_f32(d + 24), b = rd_f32(d + 28); if ((ltype == 2 || ltype == 3) && r == r && g == g && b == b && /* NaN guard */ r >= 0.0f && g >= 0.0f && b >= 0.0f && r <= 100.0f && g <= 100.0f && b <= 100.0f) { VScene::VLight L; L.dcs = ldcs; L.ltype = ltype; L.rgb[0] = r; L.rgb[1] = g; L.rgb[2] = b; S.lights[name] = L; } } } else if (t == 2 && nb >= 8) { /* zone (raw log) */ FILE *tl = tex_log_fp(); if (tl) { fprintf(tl, "t2 zone=%08x raw=", name); for (size_t o = 8; o + 3 < nb && o < 40; o += 4) fprintf(tl, " %08x", rd_u32(d + o)); fprintf(tl, "\n"); fflush(tl); } } else if (t == 13 && nb >= 24) { /* texmap header */ /* dpl_TEXMAP: texels ptr, u_size, v_size, bits_per_texel * (+ REMOTE hwareSize/hwareOffs/bilinear) -- log only, the * bake infers bpp from the upload byte/texel ratio */ FILE *tl = tex_log_fp(); if (tl) { fprintf(tl, "t13 texmap=%08x texels=%08x u=%u v=%u bpt=%u", name, rd_u32(d + 8), rd_u32(d + 12), rd_u32(d + 16), rd_u32(d + 20)); if (nb >= 36) fprintf(tl, " hwsz=%u hwoff=%u bilin=%u", rd_u32(d + 24), rd_u32(d + 28), rd_u32(d + 32)); fprintf(tl, "\n"); fflush(tl); } } else if (t == 14 && nb >= 36) { /* ramp lo/hi RGB */ VRamp &r = S.ramp[name]; for (int i = 0; i < 3; i++) { r.lo[i] = rd_f32(d + 8 + i * 4); r.hi[i] = rd_f32(d + 20 + i * 4); } /* retint materials baked through this ramp */ for (std::map::const_iterator mi = S.mat_ramp.begin(); mi != S.mat_ramp.end(); ++mi) if (mi->second == name) baked_ver.erase(mi->first); } else if (t == 9 && nb >= 80) { /* geogroup material */ S.ggmat[name] = rd_u32(d + 64); } else if (t == 3 && nb >= 104) { /* view */ S.view.win[0] = rd_f32(d + 24); S.view.win[1] = rd_f32(d + 28); S.view.win[2] = rd_f32(d + 32); S.view.win[3] = rd_f32(d + 36); S.view.win[4] = rd_f32(d + 40); S.view.vw = (int)rd_f32(d + 44); S.view.vh = (int)rd_f32(d + 48); S.view.nearp = rd_f32(d + 52); S.view.farp = rd_f32(d + 56); S.view.bg[0] = rd_f32(d + 60); S.view.bg[1] = rd_f32(d + 64); S.view.bg[2] = rd_f32(d + 68); /* dpl_VIEW fog follows back_color: enable/mode, near, far, * r, g, b (game sends mode 5 and animates near/far/color; * verified against a live capture). Boot-time flushes carry * heap garbage here, so sanity-check the range. */ float fn = rd_f32(d + 76), ff = rd_f32(d + 80); if (rd_u32(d + 72) != 0 && ff > fn && ff > 0 && ff < 1e6f && fn >= 0) { S.view.fog = true; S.view.fogn = fn; S.view.fogf = ff; for (int i = 0; i < 3; i++) { float c = rd_f32(d + 84 + i * 4); S.view.fogc[i] = (c >= 0 && c <= 1) ? c : 0; } } else { S.view.fog = false; } } else if (t == 5 && nb >= 132) { /* dcs: 4x4 at f[4..19] */ M16 &mm = S.dcs_mat[name]; for (int i = 0; i < 16; i++) mm.m[i] = rd_f32(d + 16 + i * 4); for (int r = 0; r < 3; r++) mm.m[r * 4 + 3] = 0.0f; mm.m[15] = 1.0f; } else if (t == 4) { /* instance: object ref */ /* display mode (dpl3-revive): word3 @d+16 -- 3=normal, * 2=billboard, 0/1=HIDDEN until armed (the parked player mech * is w3=1 pre-translocation). Stored for the assembly skip. */ if (nb >= 20) S.inst_w3[name] = rd_u32(d + 16); for (size_t o = 8; o + 3 < nb; o += 4) { unsigned val = rd_u32(d + o); if (val && val != 0xFFFFFFFFu) { std::map::const_iterator ti = S.type.find(val); if (ti != S.type.end() && ti->second == 7) S.inst_object[name] = val; } } } break; } case 7: /* dcs_link [parent][child]: articulation tree */ if (nb >= 8) S.dcs_parent[rd_u32(d + 4)] = rd_u32(d); break; case 11: /* list_add [parent][child] */ if (nb >= 8) S.children[rd_u32(d)].push_back(rd_u32(d + 4)); break; case 23: /* set_geom_verts header: [name][0][n_verts][stride_floats].. */ if (nb >= 36) { S.geom_node = rd_u32(d); S.geom_need = rd_u32(d + 8); S.geom_stride = rd_u32(d + 12); if (S.geom_stride < 3 || S.geom_stride > 16) S.geom_stride = 3; S.geom_active = S.geom_need > 0; S.geom_acc.clear(); S.verts[S.geom_node].clear(); } break; case 25: /* set_geom_conns header [name][n_polys][loop_len][0] */ if (nb >= 16) { S.conn_node = rd_u32(d); S.conn_npolys = rd_u32(d + 4); S.conn_loop = rd_u32(d + 8); S.conn_active = (S.conn_npolys > 0 && S.conn_loop >= 2 && S.conn_loop <= 16); S.polys[S.conn_node].clear(); } break; case 26: /* texel upload header [node][nbytes][w][h]... (4/8/16bpp) */ if (nb >= 16) { unsigned node = rd_u32(d), nbytes = rd_u32(d + 4); unsigned tw = rd_u32(d + 8), th = rd_u32(d + 12); FILE *tl = tex_log_fp(); if (tl) { fprintf(tl, "up26 texmap=%08x nbytes=%u w=%u h=%u\n", node, nbytes, tw, th); fflush(tl); } /* w*h <= 2*nbytes admits 4bpp uploads; bake derives the * effective bpp from the byte/texel ratio */ if (nbytes && nbytes <= (1u << 20) && tw && th && tw <= 1024 && th <= 1024 && (size_t)tw * th <= (size_t)nbytes * 2) { S.tex_node = node; S.tex_need = nbytes; S.tex_active = true; S.tex_acc.clear(); VTex &t = S.tex[node]; t.w = (int)tw; t.h = (int)th; } } break; case 31: /* per-frame camera [?][view][3x3 rows][eye] */ if (nb >= 56) { for (int i = 0; i < 9; i++) S.view.rot[i] = rd_f32(d + 8 + i * 4); for (int i = 0; i < 3; i++) S.view.eye[i] = rd_f32(d + 44 + i * 4); S.view.has_cam = true; } break; case 9: /* draw_scene: commit */ scene_publish_frame(); break; case 38: /* set_sect_pixel: game armed the continuous reticle pick. * From here the board is expected to return the hit in each * frame reply -- that's what unblocks weapons fire. */ sect_armed = true; break; default: break; } } /* Moller-Trumbore ray/triangle: returns hit distance t>0, or -1 (no hit). */ static float ray_tri(const float O[3], const float D[3], const float a[3], const float b[3], const float c[3]) { float e1[3], e2[3], p[3], q[3], s[3]; for (int i = 0; i < 3; i++) { e1[i] = b[i] - a[i]; e2[i] = c[i] - a[i]; } p[0] = D[1]*e2[2] - D[2]*e2[1]; p[1] = D[2]*e2[0] - D[0]*e2[2]; p[2] = D[0]*e2[1] - D[1]*e2[0]; float det = e1[0]*p[0] + e1[1]*p[1] + e1[2]*p[2]; if (det > -1e-6f && det < 1e-6f) return -1.0f; /* ray parallel */ float inv = 1.0f / det; for (int i = 0; i < 3; i++) s[i] = O[i] - a[i]; float u = (s[0]*p[0] + s[1]*p[1] + s[2]*p[2]) * inv; if (u < 0.0f || u > 1.0f) return -1.0f; q[0] = s[1]*e1[2] - s[2]*e1[1]; q[1] = s[2]*e1[0] - s[0]*e1[2]; q[2] = s[0]*e1[1] - s[1]*e1[0]; float v = (D[0]*q[0] + D[1]*q[1] + D[2]*q[2]) * inv; if (v < 0.0f || u + v > 1.0f) return -1.0f; float t = (e2[0]*q[0] + e2[1]*q[1] + e2[2]*q[2]) * inv; return t > 1e-3f ? t : -1.0f; /* in front only */ } /* Real reticle pick: cast the camera centre ray (the screen-0.5,0.5 reticle) * against the live scene and return the nearest triangle's owning instance, the * DCS it hangs under (whose app-specific the game reads as the target Entity), * and the world hit point. Same picking Dave's renderer does, self-contained. * Traversal mirrors scene_publish_frame: dcs -> instance -> object -> lod[0] -> * geogroup -> geometry -> polys, transformed by the DCS world matrix. */ /* Pick outcome stats, printed to the VPXLOG every 256 calls: the aim only * refreshes game-side when a sect reply lands, so a high miss rate IS the * "stale aim" symptom. fail reasons: 1=no camera, 2=degenerate dir, 3=ray * hit nothing (aim above the walls / into open sky). */ static unsigned pick_calls = 0, pick_oks = 0, pick_bridge = 0; static unsigned pick_fails[4]; static void pick_stat_print(void) { if (++pick_calls % 256 || !vpx_fp) return; fprintf(vpx_fp, "# pick stats: calls=%u ok=%u (bridge=%u) " "fail nocam=%u dir=%u nohit=%u\n", pick_calls, pick_oks, pick_bridge, pick_fails[1], pick_fails[2], pick_fails[3]); fflush(vpx_fp); } static void pick_stat_fail(int r) { pick_fails[r & 3]++; pick_stat_print(); } static void pick_stat_ok(bool bridge) { pick_oks++; if (bridge) pick_bridge++; pick_stat_print(); } static bool raycast_pick(unsigned *inst_out, unsigned *dcs_out, unsigned *gg_out, unsigned *geom_out, float xyz_out[3]) { /* Ray = the player's actual look: prefer the bridge's camera (cam chain * + torso twist + hat glance, streamed back over the fifosock). The * device's own S.view decode tracks the static view-node pose, so with * it every pick -- and every missile/beam -- aimed at one fixed wrong * world point. Fallback keeps weapons firing bridge-less. */ float O[3], D[3]; const bool from_bridge = bridge_cam_get(O, D); if (!from_bridge) { if (!S.view.has_cam) { pick_stat_fail(1); return false; } O[0] = S.view.eye[0]; O[1] = S.view.eye[1]; O[2] = S.view.eye[2]; D[0] = -S.view.rot[6]; D[1] = -S.view.rot[7]; D[2] = -S.view.rot[8]; } float dl = sqrtf(D[0]*D[0] + D[1]*D[1] + D[2]*D[2]); if (dl < 1e-6f) { pick_stat_fail(2); return false; } D[0] /= dl; D[1] /= dl; D[2] /= dl; /* Report the TRUE nearest hit -- terrain IS a valid target (you must be * able to fire into the ground and miss). Return ALL of the hit handles: * instance, DCS, geogroup, geometry -- the game does GetAppSpecific on the * DCS (=> targetEntity) AND the geogroup (=> damage zone), so a real board * always has a geogroup on a hit; sending 0 there handed the game a null. */ float best_t = 1e30f; unsigned best_inst = 0, best_dcs = 0, best_gg = 0, best_geo = 0; std::map cache; for (std::map >::const_iterator di = S.children.begin(); di != S.children.end(); ++di) { std::map::const_iterator ti = S.type.find(di->first); if (ti == S.type.end() || ti->second != 5) continue; /* DCS parent */ M16 world; dcs_world(di->first, cache, world); for (size_t ii = 0; ii < di->second.size(); ii++) { unsigned inst = di->second[ii]; /* Skip hidden-until-armed instances (w3 0/1: laser beams, * missile models, effects). Picking them is poison: the beam * stretches to the pick point, the next pick hits the BEAM at * that point and locks the target there (feedback loop); a * volley's own missiles get picked and homed on; and a picked * missile whose DCS deletes on impact hands the game a stale * handle (the arena2 freeze). The reticle resolves the WORLD: * terrain, buildings, vehicles. */ std::map::const_iterator wi = S.inst_w3.find(inst); if (wi != S.inst_w3.end() && wi->second != 2 && wi->second != 3) continue; /* Never pick the player's OWN articulation subtree (arms, torso, * muzzle flash, searchlight): the ray grazes own geometry from * the over-the-shoulder eye and a mid-volley pick of the muzzle * flash retargets the salvo ("missiles hare off sometimes"). * Root DCS comes from the bridge's CAM line, 7th field. */ unsigned own_root = bridge_cam_root(); if (own_root) { unsigned a = di->first; bool own = false; for (int hop = 0; hop < 64; hop++) { if (a == own_root) { own = true; break; } std::map::const_iterator ppi = S.dcs_parent.find(a); if (ppi == S.dcs_parent.end() || ppi->second == a) break; a = ppi->second; } if (own) continue; } std::map::const_iterator oi = S.inst_object.find(inst); if (oi == S.inst_object.end()) continue; std::map >::const_iterator li = S.children.find(oi->second); if (li == S.children.end() || li->second.empty()) continue; /* Walk ALL lod children, not just lod[0]: BT content is authored * ADDITIVE_LODS (the arena wall = a posts lod + the actual wall * panel in ANOTHER lod). Picking lod[0] only made the ray pass * BETWEEN the posts of whatever the player aimed at -- 94% miss * rate, stale/cleared targets, boo-beep on every trigger. */ for (size_t ldx = 0; ldx < li->second.size(); ldx++) { std::map >::const_iterator ggi = S.children.find(li->second[ldx]); if (ggi == S.children.end()) continue; for (size_t g = 0; g < ggi->second.size(); g++) { unsigned gg = ggi->second[g]; /* geogroup handle */ std::map >::const_iterator gci = S.children.find(gg); /* geogroup->geoms */ if (gci == S.children.end()) continue; for (size_t k = 0; k < gci->second.size(); k++) { unsigned geo = gci->second[k]; /* geometry handle */ std::map >::const_iterator vi = S.verts.find(geo); std::map > >::const_iterator pi = S.polys.find(geo); if (vi == S.verts.end() || pi == S.polys.end()) continue; const std::vector &vv = vi->second; for (size_t r = 0; r < pi->second.size(); r++) { const std::vector &idx = pi->second[r]; if (idx.size() < 3) continue; size_t o0 = (size_t)idx[0] * 3; if (o0 + 2 >= vv.size()) continue; float w0[3]; m16_xform(world, &vv[o0], w0); for (size_t j = 1; j + 1 < idx.size(); j++) { size_t o1 = (size_t)idx[j] * 3; size_t o2 = (size_t)idx[j + 1] * 3; if (o1 + 2 >= vv.size() || o2 + 2 >= vv.size()) continue; float w1[3], w2[3]; m16_xform(world, &vv[o1], w1); m16_xform(world, &vv[o2], w2); float t = ray_tri(O, D, w0, w1, w2); if (t > 0.0f && t < best_t) { best_t = t; best_inst = inst; best_dcs = di->first; best_gg = gg; best_geo = geo; } } } } } } /* all-lods walk */ } } if (!best_inst) { pick_stat_fail(3); return false; } pick_stat_ok(from_bridge); xyz_out[0] = O[0] + D[0] * best_t; xyz_out[1] = O[1] + D[1] * best_t; xyz_out[2] = O[2] + D[2] * best_t; *inst_out = best_inst; *dcs_out = best_dcs; *gg_out = best_gg; *geom_out = best_geo; static unsigned last_i = 0, last_d = 0; if ((best_inst != last_i || best_dcs != last_d) && vpx_fp) { flush_run(); fprintf(vpx_fp, "# raycast pick: inst=%08X dcs=%08X gg=%08X t=%.1f " "pos(%.1f,%.1f,%.1f) cam=%s eye(%.1f,%.1f,%.1f)\n", best_inst, best_dcs, best_gg, best_t, xyz_out[0], xyz_out[1], xyz_out[2], from_bridge ? "bridge" : "view", O[0], O[1], O[2]); fflush(vpx_fp); last_i = best_inst; last_d = best_dcs; } return true; } static void scene_reset(void) { S.type.clear(); S.verts.clear(); S.polys.clear(); S.mat.clear(); S.ggmat.clear(); S.children.clear(); S.inst_object.clear(); S.inst_w3.clear(); S.dcs_mat.clear(); S.dcs_parent.clear(); S.lights.clear(); S.view = VFrame(); S.geom_active = false; S.conn_active = false; S.geom_acc.clear(); } static void vpx_render_start(void) { InitializeCriticalSection(&rt_lock); rt_event = CreateEventA(NULL, FALSE, FALSE, NULL); rt_thread = CreateThread(NULL, 0, rt_main, NULL, 0, NULL); vpx_render = (rt_thread != NULL); } #else /* !VPX_RENDER_SUPPORTED */ static void scene_burst(const unsigned char *, size_t) {} static bool raycast_pick(unsigned *, unsigned *, unsigned *, unsigned *, float *) { return false; } static void scene_reset(void) {} static void vpx_render_start(void) {} #endif /* ================= VDB: VWE LBE4 video splitter board ==================== * * ISA card (I/O 0x300-0x31A) that taps the PC's Cirrus Logic VGA output off * the feature connector and fans the single framebuffer out to the six * secondary cockpit displays (5 mono + 1 color), dividing the pixel clock. * Register map from the driver (CODE/RP/MUNGA_L4/L4SVGA16.ASM + L4VB16.CPP; * "Adam's port decoder design" -- Adam G., VWE hardware): * * 0x300 / 0x308 / 0x310 three palette register groups, each VGA-DAC-like: * +0 write-address +1 data (R,G,B triplets) +2 pixel-mask +3 read-address * 0x319 write => splitter high-color clock divider OFF (VWE_HC_OFF) * 0x31A write => splitter high-color clock divider ON (VWE_HC_ON) * * The game only WRITES to the VDB (fire-and-forget, no status/ACK -- confirmed * from the driver and by the hardware owner). This device records the palette * contents + clock-divider state so the six-display encoding can be decoded * later; reads return 0xFF. Active when VPXLOG is set; logs to the same file. */ static const io_port_t VDB_BASE = 0x300; static bool vdb_splitter_on = false; /* lazy coalescing of palette data-byte writes so a 768-byte load is one line */ static int vdb_data_group = -1; static unsigned long vdb_data_count = 0; /* VDB_PALDUMP=: on each completed palette load, write the group's * 768-byte RGB palette to N.rgb so the display color maps can be * visualized. */ static const char *vdb_paldump = NULL; /* Palette groups sit at Adam's-base + 2 (see L4VB16.CPP / L4SVGA16.ASM): * secondary 0x302-0x305, aux1 0x30A-0x30D, aux2 0x312-0x315. Within a group * (VGA-DAC layout): +0 pixel-mask, +1 read-addr, +2 write-addr, +3 data. * SVGAWriteFullPalette: mov dx,base; add dx,2 (write-addr); out; inc dx * (data); rep outsb. */ static int vdb_group_of(io_port_t off) { if (off >= 2 && off <= 5) return 0; if (off >= 10 && off <= 13) return 1; if (off >= 18 && off <= 21) return 2; return -1; } static int vdb_group_base(int g) { return 2 + 8 * g; } static void vdb_flush_data(void) { if (vdb_data_group >= 0 && vdb_data_count) { if (vpx_fp) { /* Palette-animation probe: on each reload, diff against the last * captured palette for this group and report how many of the 256 * entries changed (+ the first few index:old->new), so the * "flashed" data can be seen. */ static unsigned char prev[3][768]; static bool have_prev[3] = { false, false, false }; int g = vdb_data_group; flush_run(); if (have_prev[g]) { int changed = 0, first[4], nf = 0; for (int i = 0; i < 256; i++) { if (memcmp(&vdb_pal[g].ram[i*3], &prev[g][i*3], 3) != 0) { if (nf < 4) first[nf++] = i; changed++; } } fprintf(vpx_fp, "# VDB pal%d reload: %d/256 entries changed", g, changed); for (int k = 0; k < nf; k++) { int i = first[k]; fprintf(vpx_fp, " [%d]%d,%d,%d->%d,%d,%d", i, prev[g][i*3], prev[g][i*3+1], prev[g][i*3+2], vdb_pal[g].ram[i*3], vdb_pal[g].ram[i*3+1], vdb_pal[g].ram[i*3+2]); } fprintf(vpx_fp, "\n"); } else { fprintf(vpx_fp, "# VDB pal%d loaded %lu data bytes (first)\n", g, vdb_data_count); } memcpy(prev[g], vdb_pal[g].ram, 768); have_prev[g] = true; fflush(vpx_fp); } if (vdb_paldump && vdb_data_count >= 768) { /* keep the MOST-LIT snapshot per group (max non-black bytes), so * the real content is captured no matter when it lands or which * phase an animated palette is sampled in. */ static unsigned pal_max_nz[3] = { 0, 0, 0 }; int g = vdb_data_group; unsigned nz = 0; for (int i = 0; i < 768; i++) if (vdb_pal[g].ram[i]) nz++; if (nz >= pal_max_nz[g]) { pal_max_nz[g] = nz; char path[600]; snprintf(path, sizeof path, "%s%d.rgb", vdb_paldump, g); FILE *pf = fopen(path, "wb"); if (pf) { fwrite(vdb_pal[g].ram, 1, 768, pf); fclose(pf); } } } } vdb_data_group = -1; vdb_data_count = 0; } static void vdb_note(const char *msg) { if (vpx_fp) { vdb_flush_data(); flush_run(); fprintf(vpx_fp, "# VDB %s\n", msg); fflush(vpx_fp); } } static void vdb_write(Bitu port, Bitu val, Bitu /*iolen*/) { io_port_t off = (io_port_t)port - VDB_BASE; unsigned char v = (unsigned char)val; if (port == 0x319) { vdb_splitter_on = false; vdb_note("splitter clock OFF (0x319)"); return; } if (port == 0x31A) { vdb_splitter_on = true; vdb_note("splitter clock ON (0x31A)"); if (vpx_fp && CurMode) { flush_run(); fprintf(vpx_fp, "# VDB framebuffer mode: 0x%X type=%d %ux%u pitch=%u\n", (unsigned)CurMode->mode, (int)CurMode->type, (unsigned)CurMode->swidth, (unsigned)CurMode->sheight, (unsigned)CurMode->pitch); fflush(vpx_fp); } return; } int g = vdb_group_of(off); if (g < 0) return; VDBPalette &p = vdb_pal[g]; switch (off - vdb_group_base(g)) { /* 0=mask 1=read-addr 2=write-addr 3=data */ case 2: /* write-address (index) */ vdb_flush_data(); p.waddr = v; p.sub = 0; break; case 3: /* data: R,G,B triplet with auto-increment */ p.ram[((unsigned)p.waddr * 3 + p.sub) % 768] = v; if (++p.sub == 3) { p.sub = 0; p.waddr++; } if (vdb_data_group != g) { vdb_flush_data(); vdb_data_group = g; } vdb_data_count++; break; case 0: /* pixel-mask */ p.mask = v; vdb_note("pixel-mask set"); break; case 1: /* read-address */ p.raddr = v; p.sub = 0; break; } } static Bitu vdb_read(Bitu port, Bitu /*iolen*/) { /* the game does not read the VDB; provide DAC-style read-back anyway. */ io_port_t off = (io_port_t)port - VDB_BASE; int g = vdb_group_of(off); if (g >= 0 && (off - vdb_group_base(g)) == 3) { VDBPalette &p = vdb_pal[g]; unsigned char v = p.ram[((unsigned)p.raddr * 3 + p.sub) % 768]; if (++p.sub == 3) { p.sub = 0; p.raddr++; } return v; } return 0xFF; } static void vdb_reset(void) { memset(vdb_pal, 0, sizeof vdb_pal); vdb_splitter_on = false; vdb_data_group = -1; vdb_data_count = 0; } void VPXLOG_Init(void) { const char *env = getenv("VPXLOG"); if (env == NULL || env[0] == '\0') return; const char *path = (strchr(env, '/') || strchr(env, '\\') || strchr(env, '.')) ? env : "vpxlog.txt"; vpx_fp = fopen(path, "w"); if (vpx_fp == NULL) { LOG_MSG("VPXLOG: cannot open '%s'", path); } const char *r = getenv("VPX_RESPOND"); vpx_respond = (r && r[0] && r[0] != '0'); const char *h = getenv("VPX_HANDSHAKES"); if (h && atoi(h) > 0) vpx_max_handshakes = atoi(h); const char *ma = getenv("VPX_MAX_ACKS"); if (ma && atoi(ma) > 0) vpx_max_postboot_acks = atoi(ma); const char *fd = getenv("VPX_FIFODUMP"); if (fd && fd[0]) { fifo_dump_fp = fopen(fd, "wb"); if (fifo_dump_fp == NULL) LOG_MSG("VPXLOG: cannot open fifodump '%s'", fd); } const char *fsk = getenv("VPX_FIFOSOCK"); if (fsk && atoi(fsk) > 0) fifo_sock_init(atoi(fsk)); const char *dd = getenv("VPX_DUMPDIR"); if (dd && dd[0]) { strncpy(pal_dump_dir, dd, sizeof pal_dump_dir - 1); pal_dump_dir[sizeof pal_dump_dir - 1] = '\0'; } const char *rn = getenv("VPX_RENDER"); if (rn && rn[0] && rn[0] != '0') { vpx_render_start(); LOG_MSG("VPXLOG: live render backend %s", vpx_render ? "started" : "unavailable"); } IO_RegisterReadHandler(VPX_BASE, vpx_read, IO_MB, 18); IO_RegisterWriteHandler(VPX_BASE, vpx_write, IO_MB, 18); /* VDB video splitter board (0x300-0x31A). Registered whenever we are * logging, unless VDB=0. Records palette + splitter-clock state. */ const char *vdbenv = getenv("VDB"); if (!(vdbenv && vdbenv[0] == '0')) { const char *pd = getenv("VDB_PALDUMP"); if (pd && pd[0]) vdb_paldump = pd; vdb_reset(); IO_RegisterReadHandler(VDB_BASE, vdb_read, IO_MB, 0x1B); /* 0x300-0x31A */ IO_RegisterWriteHandler(VDB_BASE, vdb_write, IO_MB, 0x1B); if (vpx_fp) { fprintf(vpx_fp, "# VDB video splitter board at 0x%03X-0x31A (palettes 300/308/310, clock 319/31A)\n", VDB_BASE); fflush(vpx_fp); } } if (vpx_fp) { fprintf(vpx_fp, "# VPX link adapter, base 0x%03X, respond=%d handshakes=%d\n", VPX_BASE, vpx_respond ? 1 : 0, vpx_max_handshakes); fprintf(vpx_fp, "# seq dir register value [run]\n"); fflush(vpx_fp); } LOG_MSG("VPXLOG: base 0x%03X respond=%d handshakes=%d log='%s'", VPX_BASE, vpx_respond ? 1 : 0, vpx_max_handshakes, vpx_fp ? path : "(none)"); }