Merge pull request #1732 from turol/threadsafe
Fix thread-safety issue in 3DS and ASE loaderspull/1734/head
commit
1b1d1e7376
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@ -127,9 +127,8 @@ void Discreet3DSImporter::ReplaceDefaultMaterial()
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if (cnt && idx == mScene->mMaterials.size())
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{
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// We need to create our own default material
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D3DS::Material sMat;
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D3DS::Material sMat("%%%DEFAULT");
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sMat.mDiffuse = aiColor3D(0.3f,0.3f,0.3f);
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sMat.mName = "%%%DEFAULT";
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mScene->mMaterials.push_back(sMat);
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DefaultLogger::get()->info("3DS: Generating default material");
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@ -370,9 +370,14 @@ struct Texture
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/** Helper structure representing a 3ds material */
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struct Material
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{
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//! Default constructor. Builds a default name for the material
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Material()
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: mDiffuse ( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ) ) // FIX ... we won't want object to be black
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//! Default constructor has been deleted
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Material() = delete;
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//! Constructor with explicit name
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explicit Material(const std::string &name)
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: mName(name)
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, mDiffuse ( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ) ) // FIX ... we won't want object to be black
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, mSpecularExponent ( ai_real( 0.0 ) )
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, mShininessStrength ( ai_real( 1.0 ) )
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, mShading(Discreet3DS::Gouraud)
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@ -380,13 +385,70 @@ struct Material
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, mBumpHeight ( ai_real( 1.0 ) )
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, mTwoSided (false)
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{
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static int iCnt = 0;
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char szTemp[128];
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ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
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mName = szTemp;
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}
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Material(const Material &other) = default;
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Material &operator=(const Material &other) = default;
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//! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
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Material(Material &&other)
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: mName(std::move(other.mName))
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, mDiffuse(std::move(other.mDiffuse))
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, mSpecularExponent(std::move(other.mSpecularExponent))
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, mShininessStrength(std::move(other.mShininessStrength))
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, mSpecular(std::move(other.mSpecular))
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, mAmbient(std::move(other.mAmbient))
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, mShading(std::move(other.mShading))
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, mTransparency(std::move(other.mTransparency))
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, sTexDiffuse(std::move(other.sTexDiffuse))
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, sTexOpacity(std::move(other.sTexOpacity))
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, sTexSpecular(std::move(other.sTexSpecular))
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, sTexReflective(std::move(other.sTexReflective))
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, sTexBump(std::move(other.sTexBump))
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, sTexEmissive(std::move(other.sTexEmissive))
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, sTexShininess(std::move(other.sTexShininess))
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, mBumpHeight(std::move(other.mBumpHeight))
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, mEmissive(std::move(other.mEmissive))
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, sTexAmbient(std::move(other.sTexAmbient))
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, mTwoSided(std::move(other.mTwoSided))
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{
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}
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Material &operator=(Material &&other) {
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if (this == &other) {
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return *this;
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}
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mName = std::move(other.mName);
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mDiffuse = std::move(other.mDiffuse);
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mSpecularExponent = std::move(other.mSpecularExponent);
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mShininessStrength = std::move(other.mShininessStrength),
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mSpecular = std::move(other.mSpecular);
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mAmbient = std::move(other.mAmbient);
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mShading = std::move(other.mShading);
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mTransparency = std::move(other.mTransparency);
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sTexDiffuse = std::move(other.sTexDiffuse);
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sTexOpacity = std::move(other.sTexOpacity);
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sTexSpecular = std::move(other.sTexSpecular);
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sTexReflective = std::move(other.sTexReflective);
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sTexBump = std::move(other.sTexBump);
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sTexEmissive = std::move(other.sTexEmissive);
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sTexShininess = std::move(other.sTexShininess);
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mBumpHeight = std::move(other.mBumpHeight);
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mEmissive = std::move(other.mEmissive);
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sTexAmbient = std::move(other.sTexAmbient);
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mTwoSided = std::move(other.mTwoSided);
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return *this;
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}
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~Material() {}
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//! Name of the material
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std::string mName;
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//! Diffuse color of the material
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@ -105,14 +105,14 @@ static const aiImporterDesc desc = {
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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Discreet3DSImporter::Discreet3DSImporter()
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: stream(),
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mLastNodeIndex(),
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mCurrentNode(),
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mRootNode(),
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mScene(),
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mMasterScale(),
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bHasBG(),
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bIsPrj()
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: stream()
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, mLastNodeIndex()
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, mCurrentNode()
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, mRootNode()
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, mScene()
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, mMasterScale()
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, bHasBG()
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, bIsPrj()
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{}
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// ------------------------------------------------------------------------------------------------
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@ -346,7 +346,7 @@ void Discreet3DSImporter::ParseObjectChunk()
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case Discreet3DS::CHUNK_MAT_MATERIAL:
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// Add a new material to the list
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mScene->mMaterials.push_back(D3DS::Material());
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mScene->mMaterials.push_back(D3DS::Material(std::string("UNNAMED_" + std::to_string(mScene->mMaterials.size()))));
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ParseMaterialChunk();
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break;
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@ -83,11 +83,11 @@ static const aiImporterDesc desc = {
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ASEImporter::ASEImporter()
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: mParser(),
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mBuffer(),
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pcScene(),
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configRecomputeNormals(),
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noSkeletonMesh()
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: mParser()
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, mBuffer()
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, pcScene()
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, configRecomputeNormals()
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, noSkeletonMesh()
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{}
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// ------------------------------------------------------------------------------------------------
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@ -276,14 +276,13 @@ void ASEImporter::GenerateDefaultMaterial()
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}
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if (bHas || mParser->m_vMaterials.empty()) {
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// add a simple material without submaterials to the parser's list
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mParser->m_vMaterials.push_back ( ASE::Material() );
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mParser->m_vMaterials.push_back ( ASE::Material(AI_DEFAULT_MATERIAL_NAME) );
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ASE::Material& mat = mParser->m_vMaterials.back();
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mat.mDiffuse = aiColor3D(0.6f,0.6f,0.6f);
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mat.mSpecular = aiColor3D(1.0f,1.0f,1.0f);
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mat.mAmbient = aiColor3D(0.05f,0.05f,0.05f);
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mat.mShading = Discreet3DS::Gouraud;
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mat.mName = AI_DEFAULT_MATERIAL_NAME;
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}
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}
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@ -528,7 +528,7 @@ void Parser::ParseLV1MaterialListBlock()
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ParseLV4MeshLong(iMaterialCount);
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// now allocate enough storage to hold all materials
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m_vMaterials.resize(iOldMaterialCount+iMaterialCount);
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m_vMaterials.resize(iOldMaterialCount+iMaterialCount, Material("INVALID"));
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continue;
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}
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if (TokenMatch(filePtr,"MATERIAL",8))
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@ -706,7 +706,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
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ParseLV4MeshLong(iNumSubMaterials);
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// allocate enough storage
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mat.avSubMaterials.resize(iNumSubMaterials);
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mat.avSubMaterials.resize(iNumSubMaterials, Material("INVALID SUBMATERIAL"));
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}
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// submaterial chunks
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if (TokenMatch(filePtr,"SUBMATERIAL",11))
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@ -67,10 +67,53 @@ using namespace D3DS;
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/** Helper structure representing an ASE material */
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struct Material : public D3DS::Material
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{
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//! Default constructor
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Material() : pcInstance(NULL), bNeed (false)
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//! Default constructor has been deleted
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Material() = delete;
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//! Constructor with explicit name
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explicit Material(const std::string &name)
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: D3DS::Material(name)
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, pcInstance(NULL)
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, bNeed (false)
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{}
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Material(const Material &other) = default;
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Material &operator=(const Material &other) = default;
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//! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
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Material(Material &&other)
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: D3DS::Material(std::move(other))
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, avSubMaterials(std::move(other.avSubMaterials))
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, pcInstance(std::move(other.pcInstance))
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, bNeed(std::move(other.bNeed))
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{
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other.pcInstance = nullptr;
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}
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Material &operator=(Material &&other) {
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if (this == &other) {
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return *this;
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}
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D3DS::Material::operator=(std::move(other));
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avSubMaterials = std::move(other.avSubMaterials);
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pcInstance = std::move(other.pcInstance);
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bNeed = std::move(other.bNeed);
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other.pcInstance = nullptr;
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return *this;
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}
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~Material() {}
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//! Contains all sub materials of this material
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std::vector<Material> avSubMaterials;
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