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Fixed a nullptr crash with flatsprite actors.
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parent
dd962798a5
commit
35666f1e09
1 changed files with 15 additions and 13 deletions
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@ -270,7 +270,7 @@ void GLSprite::Draw(int pass)
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const bool drawBillboardFacingCamera = gl_billboard_faces_camera;
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// [Nash] has +ROLLSPRITE
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const bool drawRollSpriteActor = (actor != NULL && actor->renderflags & RF_ROLLSPRITE);
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const bool drawRollSpriteActor = (actor != nullptr && actor->renderflags & RF_ROLLSPRITE);
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gl_RenderState.Apply();
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FVector3 v1;
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@ -280,10 +280,10 @@ void GLSprite::Draw(int pass)
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// [fgsfds] check sprite type mask
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DWORD spritetype = (DWORD)-1;
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if (actor != NULL) spritetype = actor->renderflags & RF_SPRITETYPEMASK;
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if (actor != nullptr) spritetype = actor->renderflags & RF_SPRITETYPEMASK;
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// [Nash] is a flat sprite
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const bool isFlatSprite = (actor != NULL) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE);
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const bool isFlatSprite = (actor != nullptr) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE);
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const bool dontFlip = (actor != nullptr) && (actor->renderflags & RF_DONTFLIP);
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const bool useOffsets = (actor != nullptr) && !(actor->renderflags & RF_ROLLCENTER);
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@ -295,8 +295,8 @@ void GLSprite::Draw(int pass)
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float ycenter = (y1 + y2)*0.5;
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float zcenter = (z1 + z2)*0.5;
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float xx = -xcenter + x;
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float yy = -zcenter + z;
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float zz = -ycenter + y;
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float zz = -zcenter + z;
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float yy = -ycenter + y;
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Matrix3x4 mat;
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mat.MakeIdentity();
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mat.Translate(xcenter, zcenter, ycenter); // move to sprite center
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@ -336,20 +336,22 @@ void GLSprite::Draw(int pass)
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// Here we need some form of priority in order to work.
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if (spritetype == RF_FLATSPRITE)
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{
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DVector3 diff = actor->Vec3To(GLRenderer->mViewActor);
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float pitchDegrees = -actor->Angles.Pitch.Degrees;
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DVector3 apos = { x, y, z };
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DVector3 diff = ViewPos - apos;
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DAngle angto = diff.Angle();
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angto = deltaangle(actor->Angles.Yaw, angto);
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float pitchDegrees = -actor->Angles.Pitch.Degrees;
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bool noFlipSprite = (!dontFlip || (fabs(angto) < 90.));
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mat.Rotate(0, 1, 0, (noFlipSprite) ? 0 : 180);
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mat.Rotate(-yawvecY, 0, yawvecX, (noFlipSprite) ? -pitchDegrees : pitchDegrees);
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if (drawRollSpriteActor)
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{
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if (useOffsets) mat.Translate(xx, yy, zz);
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if (useOffsets) mat.Translate(xx, zz, yy);
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mat.Rotate(yawvecX, 0, yawvecY, (noFlipSprite) ? -rollDegrees : rollDegrees);
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if (useOffsets) mat.Translate(-xx, -yy, -zz);
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if (useOffsets) mat.Translate(-xx, -zz, -yy);
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}
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}
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// [fgsfds] Rotate the sprite about the sight vector (roll)
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@ -358,20 +360,20 @@ void GLSprite::Draw(int pass)
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mat.Rotate(0, 1, 0, 0);
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if (drawRollSpriteActor)
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{
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if (useOffsets) mat.Translate(xx, yy, zz);
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if (useOffsets) mat.Translate(xx, zz, yy);
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mat.Rotate(yawvecX, 0, yawvecY, rollDegrees);
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if (useOffsets) mat.Translate(-xx, -yy, -zz);
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if (useOffsets) mat.Translate(-xx, -zz, -yy);
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}
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}
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else if (drawRollSpriteActor)
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{
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if (useOffsets) mat.Translate(xx, yy, zz);
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if (useOffsets) mat.Translate(xx, zz, yy);
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if (drawWithXYBillboard)
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{
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mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch.Degrees);
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}
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mat.Rotate(cos(angleRad), 0, sin(angleRad), rollDegrees);
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if (useOffsets) mat.Translate(-xx, -yy, -zz);
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if (useOffsets) mat.Translate(-xx, -zz, -yy);
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}
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// apply the transform
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