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Update Fast3D Render Engine #76

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@AloXado320 AloXado320 commented Dec 4, 2024

Updates F3D rendering to the one used in libultraship.

When Ocarina of Time got a PC Port (Ship of Harkinian) back in 2022, i had the goal to update the render to get more effects to work since on SM64 the render was minimal of what the game only uses.

Another point of interest is point lighting (no pun intended) since it was added to Majora's Mask PC Port (2 Ship 2 Harkinian)

Supports OpenGL and DirectX11 so far, and due to structure changes, other builds are likely broken and need fixing.

TODO:

  • Update render to latest master in libultraship. The version from this PR is from late 2022.
  • Fix and add remaning renders (most don't even have proper support, so as long as they build and render it's fine).
    • OpenGL (Only desktop targets tested)
    • OpenGL Legacy (Needs legacy define)
    • DirectX11 (supported by LUS)
    • DirectX12 (Needs legacy define)
    • Wii U (GX2) (supported by LUS in a separate repo)
    • 3DS (C3D) (Needs legacy define)
    • Metal (new, supported by LUS)

FUTURE:

  • Integrate some changes made on the Perfect Dark PC Port here.
  • Some misc improvements from sm64coopx if possible here.
  • Game option to choose both renders in Windows (DirectX11 and OpenGL) if possible like in latest libultraship versions.

FIXES:
Dark Sand in Shifting Sand Land properly renders now.

BUGS:
Window actions config values and options don't work (eg: Reset Window)
Mouse support is disabled due to SDL2 changes.
DirectX11 always uses nearest filltering.
Shindou Mario Head easter egg doesn't work due to different implementation of framebuffers.

@AloXado320 AloXado320 marked this pull request as draft December 4, 2024 03:01
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AloXado320 commented Dec 6, 2024

DirectX12 compiles with legacy defines, but the executable crashes on startup, need to start from square one to see which changes breaks it, but I already suspect it's due to framebuffers.

I might also commit some small f3d updates to current repo because I'm looking when lus first updated it's combiner code and it's transition from C to C++ code.

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