mirror of
https://github.com/jkdansereau/goldeneye-pc-port.git
synced 2026-10-24 00:02:45 +02:00
GE's room GDLs emit G_TL_LOD + G_TD_DETAIL for mip-mapped textures, but gfx_detail_textures_enabled is false for this port. gfx_lod_tile_offset's 'rdp.tex_lod ? rdp.tex_detail : i' then returned tex_detail (1) for every texel, so fast3d sampled GE's first mip (render tile 1). GE loads the whole mip chain with one G_LOADBLOCK to TMEM 0 and just points tiles 1..5 at offsets inside it; fast3d keys loaded_texture[] by TMEM addr and has no entry for tile 1's offset, so import_texture fabricated a 16x16 from the top-left 256 bytes of the base image and magnified it across the polygon -- the blurry brown/grey ceilings and wall panels in BUNKER1. Fix: when detail textures are disabled, gfx_lod_tile_offset always returns 0 (the base render tile, the only correctly-loaded level). Sharp near surfaces, matching what the N64 shows at close range. Verified -level_09: BUNKER1 ventilation room ceilings/walls/light panels now render crisp instead of brown mush. Single-level textures (racks, room 1) were already fine and are unaffected.
fast3d — software RSP for the GE PC port
This directory will hold the software RSP: a C++ interpreter that consumes the Gfx display list the game builds and emits OpenGL calls, bypassing the N64 RDP entirely.
Source: adapt from the Perfect Dark PC port
The PD port ships a complete, working fast3d at
perfect-dark-pc-port/perfect_dark/port/fast3d/:
| File | Role | ~Lines |
|---|---|---|
gfx_pc.cpp |
The RSP interpreter: matrices, lights, fog, tri1/tri4, vtx | 2800 |
gfx_opengl.cpp |
OpenGL backend: shaders, textures, zbuf, framebuffers | 1300 |
gfx_cc.cpp |
Color-combiner equation -> GLSL shader compiler | 60 |
gfx_sdl2.cpp |
SDL2 window-manager backend | 460 |
gfx_api.h |
Public API (gfx_init/run/start_frame/end_frame/...) |
58 |
gfx_pc.h |
Internal state (RSP struct, texture cache, combiner pool) | 60 |
gfx_rendering_api.h |
Rendering-API vtable (GL backend implements this) | 61 |
gfx_window_manager_api.h |
Window-manager vtable (SDL2 implements this) | 54 |
glad/ |
GL loader | — |
The PD fast3d already handles G_TRI4 (GE's 4-triangle command) — the PD
game uses it too. So the bulk of the RSP work is done; we adapt, not rewrite.
GE-specific work to add
G_SETTEX(opcode0xc0) — GE's custom texture-bank command (include/gbi_extension.h,gsSPUseTexture). Add a case in thegfx_pc.cppdispatch and a corresponding texture-bank selection in the GL backend. Reverse the exact semantics fromrsp/graphics/gmain.s+src/game/tex.c/initmttex.c.- Verify custom color-combiner modes —
G_CC_MODULATEIFADE,G_CC_FADE,G_CC_DECALFADE,G_CC_BLENDRGBFADEA, etc. Thegfx_cc.cppcompiler handles arbitrary CC equations; confirm each GE mode compiles to correct GLSL. - Verify the custom render mode —
G_RM_CUSTOM_AA_ZB_XLU_SURF(AA_ZB_XLU withZ_UPD). gDPLoadTLUT06/07— map onto the existingG_LOADTLUTpath.
Ground truth
rsp/graphics/gmain.s (repo root) is the real GE RSP ucode. We do not run
it on PC, but it is the authoritative reference for the exact command
encodings GE emits — use it to validate the software RSP's decoding.
Status
Empty (scaffolding). Populate during Phase 2 by adapting the PD fast3d and adding the GE-specific commands above.