gl_rasterizer: Fix issue with interpolation of opposite quaternions.
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		| @@ -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<Pica::float24> qa, Math::Vec4<Pica::float24> 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() { | ||||
|   | ||||
| @@ -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]; | ||||
|   | ||||
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