#include <sys/stat.h>
#include <sys/types.h>
#include "../libsdl/sdl.h"
+#ifdef HAVE_OVR
+#include "../libovr/ovr.h"
+#endif
#include "../libsdl/opengl.h"
#include "../libsdl/print.h"
#include "../libcpu/m68k.h"
static int config_skip_intro = 0;
static int config_multisampling = 16;
static double config_fov = FOV_NOVAGEN;
+static double config_monitor_distance = 31.5; /* inch */
static double config_benson_size = 1.0;
static int config_debug_transparent = 0;
static int config_debug_opengl = 0;
static uint8_t *info_osd = NULL;
static int help_view = 1;
static int32_t osd_timer = 0;
-#define SCREEN_WIDTH 320
-#define SCREEN_HEIGHT 200
+#ifdef HAVE_OVR
+#define SCREEN_WIDTH 800
+#define SCREEN_HEIGHT 800
+#else
+#define SCREEN_WIDTH (320*3)
+#define SCREEN_HEIGHT (200*3)
+#endif
#define IMAGE_WIDTH 320
#define IMAGE_HEIGHT 200
#define BENSON_AT_LINE 136
{
double frame_step, frame_time = 0.0, frame_render = 1;
int had_first_irq = 0;
- int render_improved_rc;
static uint32_t current_time, last_time = 0, diff;
int i, rc;
int space, length;
double render_delay = 0.0;
uint32_t palette_address;
uint16_t palette[16];
+ int eye;
last_time = ticks_sdl();
if (rc)
break;
- /* clear screen */
- opengl_clear();
-
/* initialize rendering */
debug_opengl = config_debug_opengl;
benson_size = config_benson_size;
/* be sure to clean all capture history, so we don't get glichtes when turning on improved rendering again */
render_capture_reset();
}
- if (render_improved)
- opengl_viewport_improved(debug_opengl, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, config_fov, benson_size);
/* STEP 1: let the CPU render/process the game, also improve rendering via OpenGL, if enabled */
/* amgia speed: don't render if we still delay */
/* non amiga speed: render if we need a new frame */
if (config_amiga_speed)
render_delay += (double)cycle_count / CPU_SPEED;
}
- /* render improved graphics, interpolate, if required */
- if (render_improved)
- render_improved_rc = render_all_items((config_amiga_speed) ? 1.0 : frame_time);
- else
- render_improved_rc = -1;
+
+ /* STEP 2: transfer legacy image (or just benson) in memory to OpenGL texture */
+#ifdef HAVE_OVR
+ begin_render_ovr();
+ for (eye = 0; eye < 2; eye++) {
+ /* viewport and frustum is set here */
+ begin_render_ovr_eye(eye);
+#else
+ eye = 0;
+ {
+#endif
+ /* clear screen */
+#ifdef HAVE_OVR
+ opengl_clear(1);
+#else
+ opengl_clear(0);
+#endif
+ /* render benson + osd ontop of improved opengl rendering, if enabled */
+ if (render_improved) {
+#ifndef HAVE_OVR
+ /* viewport and frustum is set here */
+ opengl_viewport((debug_opengl) ? 2 : 0, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, config_fov, benson_size);
+#endif
+ /* render improved graphics, interpolate, if required,
+ * if no item list is available, for legacy rendering
+ */
+#ifdef HAVE_OVR
+ rc = render_all_items((config_amiga_speed) ? 1.0 : frame_time, 1);
+#else
+ rc = render_all_items((config_amiga_speed) ? 1.0 : frame_time, 0);
+#endif
+ if (rc)
+ goto goto_legacy;
+ opengl_blit_image(image, config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, 1, config_fov, config_monitor_distance, benson_size);
+ if (help_view)
+ opengl_blit_osd(0, help_osd, config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, config_fov, config_monitor_distance, benson_size, 1.0, 1.0, 0.0, 0.0);
+ if (osd_timer) {
+ opengl_blit_osd(1, info_osd, config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, config_fov, config_monitor_distance, benson_size, 0.5, 0.04, 0.5, -0.95);
+ if (osd_timer - (int32_t)ticks_sdl() < 0)
+ osd_timer = 0;
+ }
+ }
+ /* setup viewport for legacy image and render image, if enabled */
+ /* also render legacy, if render_improved failed due to not (yet) available items */
+ if (render_legacy) {
+ goto_legacy:
+ /* render game view without benson
+ * because benson is not updated before VBL IRQ, we don't want old image from double buffer
+ */
+ if (had_first_irq)
+ emul_video(image, memory, palette, IMAGE_WIDTH, IMAGE_HEIGHT, IMAGE_DIWSTART, chipreg, 0, BENSON_AT_LINE, double_pixel_size);
+#ifndef HAVE_OVR
+ /* viewport and frustum is set here */
+ opengl_viewport((debug_opengl) ? 1 : 0, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, config_fov, 1.0);
+#endif
+ opengl_blit_image(image, config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, 0, config_fov, config_monitor_distance, 1.0);
+ if (help_view)
+ opengl_blit_osd(0, help_osd, config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, config_fov, config_monitor_distance, 1.0, 1.0, 1.0, 0.0, 0.0);
+ if (osd_timer) {
+ opengl_blit_osd(1, info_osd, config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, config_fov, config_monitor_distance, 1.0, 0.5, 0.04, 0.5, -0.95);
+ if (osd_timer - (int32_t)ticks_sdl() < 0)
+ osd_timer = 0;
+ }
+ }
+#ifdef HAVE_OVR
+ end_render_ovr_eye(eye);
+ }
+ /* at this point we are ready with our image, so we display */
+ end_render_ovr();
+ render_mirror_ovr(SCREEN_WIDTH, SCREEN_HEIGHT);
+#else
+ }
+#endif
+ swap_sdl();
+
/* advance frame time, if we are not in help view */
if (!(had_first_irq && help_view)) {
frame_time += frame_step;
}
}
- /* STEP 2: transfer legacy image (or just benson) in memory to OpenGL texture */
- if (had_first_irq) {
- /* render game view without benson
- * because benson is not updated before VBL IRQ, we don't want old image from double buffer
- */
- if (render_legacy || render_improved_rc)
- emul_video(image, memory, palette, IMAGE_WIDTH, IMAGE_HEIGHT, IMAGE_DIWSTART, chipreg, 0, BENSON_AT_LINE, double_pixel_size);
- }
- /* render benson + osd ontop of improved opengl rendering, if enabled */
- if (render_improved && render_improved_rc == 0) {
- opengl_blit_benson(image, config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, config_fov, benson_size, (double_pixel_size) ? 2 : 1);
- if (help_view)
- opengl_blit_osd(0, help_osd, config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, config_fov, benson_size, 1.0, 1.0, 0.0, 0.0);
- if (osd_timer) {
- opengl_blit_osd(1, info_osd, config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, config_fov, benson_size, 0.5, 0.04, 0.5, -0.95);
- if (osd_timer - (int32_t)ticks_sdl() < 0)
- osd_timer = 0;
- }
- }
- /* setup viewport for legacy image and render image, if enabled */
- /* also render legacy, if render_improved failed due to not (yet) available items */
- if (render_legacy || (render_improved && render_improved_rc)) {
- opengl_viewport_legacy(debug_opengl);
- opengl_blit_legacy(image, config_video_filter);
- if (help_view)
- opengl_blit_osd(0, help_osd, config_video_filter, 0, 0.0, 0, 1.0, 1.0, 0.0, 0.0);
- if (osd_timer) {
- opengl_blit_osd(1, info_osd, config_video_filter, 0, 0.0, 0, 0.5, 0.04, 0.5, -0.95);
- if (osd_timer - (int32_t)ticks_sdl() < 0)
- osd_timer = 0;
- }
- }
-
- /* at this point we are ready with our image, so we display */
- swap_sdl();
/* measure frame rate */
framerate_measure();
fp = fopen(filename, "r");
if (!fp) {
fail:
- print_error("failed to load game from '%s'\n", filename);
+ print_info("failed to load game from '%s'\n", filename);
goto copy;
}
got = fread(game_save, sizeof(game_save[0]), 2, fp);
osd_info("render mode", (config_render) ? "OpenGL" : "original");
break;
case KEYCODE_b:
- if (!config_render) {
+ if (!config_render && !config_debug_opengl) {
osd_info("", "not applicable");
break;
}
mercenary_patch();
/* init SDL and OpenGL */
- rc = init_sdl(argv[0], (config_debug_opengl) ? SCREEN_WIDTH * 2 : SCREEN_WIDTH * 3, (config_debug_opengl) ? SCREEN_HEIGHT * 4 : SCREEN_HEIGHT * 3, SOUND_SAMPLERATE, sdl_sound_chunk, keyboard_sdl, audio_sdl, config_multisampling);
+#ifdef HAVE_OVR
+ int vbl_sync = 0;
+#else
+ int vbl_sync = 1;
+#endif
+ rc = init_sdl(argv[0], (config_debug_opengl) ? SCREEN_WIDTH / 3 * 2 : SCREEN_WIDTH, (config_debug_opengl) ? SCREEN_HEIGHT / 3 * 4 : SCREEN_HEIGHT, SOUND_SAMPLERATE, sdl_sound_chunk, keyboard_sdl, audio_sdl, config_multisampling, vbl_sync);
if (rc < 0)
goto done;
- rc = init_opengl((double_pixel_size) ? IMAGE_WIDTH * 2 : IMAGE_WIDTH, (double_pixel_size) ? IMAGE_HEIGHT * 2 : IMAGE_HEIGHT);
+#ifdef HAVE_OVR
+ rc = init_ovr();
if (rc < 0)
goto done;
- resize_opengl((config_debug_opengl) ? SCREEN_WIDTH * 2 : SCREEN_WIDTH * 3, (config_debug_opengl) ? SCREEN_HEIGHT * 4 : SCREEN_HEIGHT * 3);
+#endif
+ rc = init_opengl_image((double_pixel_size) ? IMAGE_WIDTH * 2 : IMAGE_WIDTH, (double_pixel_size) ? IMAGE_HEIGHT * 2 : IMAGE_HEIGHT);
+ if (rc < 0)
+ goto done;
+ resize_opengl((config_debug_opengl) ? SCREEN_WIDTH / 3 * 2 : SCREEN_WIDTH, (config_debug_opengl) ? SCREEN_HEIGHT / 3 * 4 : SCREEN_HEIGHT);
/* init osd */
- rc = init_osd(0, IMAGE_WIDTH * 2, IMAGE_HEIGHT * 2);
+ rc = init_opengl_osd(0, IMAGE_WIDTH * 2, IMAGE_HEIGHT * 2);
if (rc < 0)
goto done;
- rc = init_osd(1, OSD_WIDTH, OSD_HEIGHT);
+ rc = init_opengl_osd(1, OSD_WIDTH, OSD_HEIGHT);
if (rc < 0)
goto done;
help_osd = text_alloc(IMAGE_WIDTH * 2, IMAGE_HEIGHT * 2, HELP_ALPHA);
done:
exit_opengl();
+#ifdef HAVE_OVR
+ exit_ovr();
+#endif
exit_sdl();
if (chipreg)