diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index d70d62ede..6ed67efeb 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -158,12 +158,34 @@ void RasterizerOpenGL::Reset() { res_cache.InvalidateAll(); } +/** + * This is a helper function to resolve an issue with opposite quaternions being interpolated by + * OpenGL. See below for a detailed description of this issue (yuriks): + * + * For any rotation, there are two quaternions Q, and -Q, that represent the same rotation. If you + * interpolate two quaternions that are opposite, instead of going from one rotation to another + * using the shortest path, you'll go around the longest path. You can test if two quaternions are + * opposite by checking if Dot(Q1, W2) < 0. In that case, you can flip either of them, therefore + * making Dot(-Q1, W2) positive. + * + * NOTE: This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This + * should be correct for nearly all cases, however a more correct implementation (but less trivial + * and perhaps unnecessary) would be to handle this per-fragment, by interpolating the quaternions + * manually using two Lerps, and doing this correction before each Lerp. + */ +static bool AreQuaternionsOpposite(Math::Vec4 qa, Math::Vec4 qb) { + Math::Vec4f a{ qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32() }; + Math::Vec4f b{ qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32() }; + + return (Math::Dot(a, b) < 0.f); +} + void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0, const Pica::Shader::OutputVertex& v1, const Pica::Shader::OutputVertex& v2) { - vertex_batch.emplace_back(v0); - vertex_batch.emplace_back(v1); - vertex_batch.emplace_back(v2); + vertex_batch.emplace_back(v0, false); + vertex_batch.emplace_back(v1, AreQuaternionsOpposite(v0.quat, v1.quat)); + vertex_batch.emplace_back(v2, AreQuaternionsOpposite(v0.quat, v2.quat)); } void RasterizerOpenGL::DrawTriangles() { diff --git a/src/video_core/renderer_opengl/gl_rasterizer.h b/src/video_core/renderer_opengl/gl_rasterizer.h index b9c1d61bd..99266854c 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.h +++ b/src/video_core/renderer_opengl/gl_rasterizer.h @@ -248,7 +248,7 @@ private: /// Structure that the hardware rendered vertices are composed of struct HardwareVertex { - HardwareVertex(const Pica::Shader::OutputVertex& v) { + HardwareVertex(const Pica::Shader::OutputVertex& v, bool flip_quaternion) { position[0] = v.pos.x.ToFloat32(); position[1] = v.pos.y.ToFloat32(); position[2] = v.pos.z.ToFloat32(); @@ -270,6 +270,12 @@ private: view[0] = v.view.x.ToFloat32(); view[1] = v.view.y.ToFloat32(); view[2] = v.view.z.ToFloat32(); + + if (flip_quaternion) { + for (float& x : normquat) { + x = -x; + } + } } GLfloat position[4];