D195: restore G_TEXTURE_GEN envmap UV generation -- fixes black reflective materials game-wide

GE uses real N64 RSP environment-mapping (G_TEXTURE_GEN) for every
shiny/reflective material: gold/silver weapon skins, chrome trim, and
Control's reflective console glass. An earlier session (D72.1) removed
the PD-inherited envmap UV-generation block wholesale from gfx_sp_vertex
to fix the Rareware logo, reasoning "GE never generates texture
coordinates from vertex normals" -- true for the logo (lit, but doesn't
set G_TEXTURE_GEN) but false in general. Every envmap draw was left
sampling whatever raw tc[] happened to be authored (near 0), landing on
a fixed corner texel of the reflection texture regardless of view angle
-- reading as solid black for a typically dark-edged reflection map.

Restored the envmap UV generation (ported from the reference Perfect
Dark PC port's already-correct implementation), gated specifically on
rsp.geometry_mode & G_TEXTURE_GEN so D72.1's actual fix is untouched
(the logo never sets this bit) while every other envmap draw gets real
reflection coordinates back.

User-verified live: console glass and gold/silver guns are now visibly
reflective instead of flat black. The remaining "not translucent"
complaint on the glass is confirmed NOT a bug -- it was never see-through
on the original N64 either (reflective by design, not transparent).

Full 21-level sweep crash-free post-fix.

Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog
This commit is contained in:
James Dansereau committed 2026-09-12 21:02:53 -04:00
1 parent 1f7f804733
commit a088bb51e7
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@@ -1390,19 +1390,55 @@ static void gfx_sp_vertex(size_t n_vertices, size_t dest_index, const Vtx* verti
d->color.g = g > 255 ? 255 : g;
d->color.b = b > 255 ? 255 : b;
/* D72 (docs/internals.md): unlike the PD port, GE never
* generates texture coordinates from vertex normals. This PD-
* inherited block overwrote the authored tc[] UVs on every
* lit+textured surface (lookat_enabled defaults to true here),
* which smeared the Rareware-logo quads into a diagonal gold
* wedge: their corner UVs (0x0010..0x03F0 = full 32x32 coverage)
* were replaced by normal-derived values. GE's ground truth:
* every DL that could env-map sets gsDPSetTextureLUT(G_TT_NONE),
* stage rendering always has a camera lookat yet stage textures
* are surface-fixed on hardware, and the logo vertex batches
* carry authored atlas-slice UVs. So U/V stay as computed from
* tc[] above. (gSPLookAt state is still tracked — it may matter
* for lighting fidelity later.) */
/* D195/D72 correction: GE DOES use RSP-generated (environment-
* mapped) texture coordinates -- shiny gold/silver weapon skins
* and Control's reflective console glass all set G_TEXTURE_GEN,
* the real GBI bit that gates this on real hardware. D72.1
* originally removed this whole PD-inherited block to fix the
* Rareware logo (a lit surface that does NOT set G_TEXTURE_GEN,
* so it was never supposed to hit this path in the first place)
* but over-corrected: it deleted the feature instead of gating
* it on the bit that actually distinguishes the two cases. With
* no envmap UV generation, every G_TEXTURE_GEN draw sampled its
* texture at whatever raw tc[] happened to be authored (usually
* ~0), landing on the same corner texel every frame regardless
* of view angle -- for a typical dark-edged reflection map, a
* solid near-black surface instead of a shiny/reflective one.
* Gating on G_TEXTURE_GEN preserves D72.1's actual fix (the logo
* never sets this bit, so it's unaffected) while restoring the
* envmap effect for the draws that do. */
if (rsp.geometry_mode & G_TEXTURE_GEN) {
float dotx = 0, doty = 0;
if (rsp.lookat_enabled) {
dotx += vcn->x * rsp.current_lookat_coeffs[0][0];
dotx += vcn->y * rsp.current_lookat_coeffs[0][1];
dotx += vcn->z * rsp.current_lookat_coeffs[0][2];
doty += vcn->x * rsp.current_lookat_coeffs[1][0];
doty += vcn->y * rsp.current_lookat_coeffs[1][1];
doty += vcn->z * rsp.current_lookat_coeffs[1][2];
dotx /= 127.0f;
doty /= 127.0f;
} else {
float tvcn[3];
calculate_normal_dir(vcn, tvcn);
dotx = tvcn[0];
doty = tvcn[1];
}
dotx = clampf(dotx, -1.0f, 1.0f);
doty = clampf(doty, -1.0f, 1.0f);
if (rsp.geometry_mode & G_TEXTURE_GEN_LINEAR) {
dotx = acosf(-dotx) / 4.0f;
doty = acosf(-doty) / 4.0f;
} else {
dotx = (dotx + 1.0f) / 4.0f;
doty = (doty + 1.0f) / 4.0f;
}
U = (int32_t)(dotx * rsp.texture_scaling_factor.s);
V = (int32_t)(doty * rsp.texture_scaling_factor.t);
}
} else {
d->color.r = vcn->r;
d->color.g = vcn->g;