From 3990ec80a1ba00e27e2ac825192dba4d3b07bb82 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Thu, 1 Feb 2024 21:27:04 +0100 Subject: [PATCH] Kimkulling/fix bahavior of remove redundat mats issue 5438 (#5451) * Fix crash in viewer * Fix bevavior when material was not referenced --- .../RemoveRedundantMaterials.cpp | 195 +++++++++--------- 1 file changed, 100 insertions(+), 95 deletions(-) diff --git a/code/PostProcessing/RemoveRedundantMaterials.cpp b/code/PostProcessing/RemoveRedundantMaterials.cpp index ea8d154dc..b5fa7e732 100644 --- a/code/PostProcessing/RemoveRedundantMaterials.cpp +++ b/code/PostProcessing/RemoveRedundantMaterials.cpp @@ -75,124 +75,129 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene) { ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess begin"); unsigned int redundantRemoved = 0, unreferencedRemoved = 0; - if (pScene->mNumMaterials) { - // Find out which materials are referenced by meshes - std::vector abReferenced(pScene->mNumMaterials,false); - for (unsigned int i = 0;i < pScene->mNumMeshes;++i) - abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true; + if (pScene->mNumMaterials == 0) { + return; + } + + // Find out which materials are referenced by meshes + std::vector abReferenced(pScene->mNumMaterials,false); + for (unsigned int i = 0;i < pScene->mNumMeshes;++i) + abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true; - // If a list of materials to be excluded was given, match the list with - // our imported materials and 'salt' all positive matches to ensure that - // we get unique hashes later. - if (mConfigFixedMaterials.length()) { + // If a list of materials to be excluded was given, match the list with + // our imported materials and 'salt' all positive matches to ensure that + // we get unique hashes later. + if (mConfigFixedMaterials.length()) { - std::list strings; - ConvertListToStrings(mConfigFixedMaterials,strings); + std::list strings; + ConvertListToStrings(mConfigFixedMaterials,strings); - for (unsigned int i = 0; i < pScene->mNumMaterials;++i) { - aiMaterial* mat = pScene->mMaterials[i]; + for (unsigned int i = 0; i < pScene->mNumMaterials;++i) { + aiMaterial* mat = pScene->mMaterials[i]; - aiString name; - mat->Get(AI_MATKEY_NAME,name); + aiString name; + mat->Get(AI_MATKEY_NAME,name); - if (name.length) { - std::list::const_iterator it = std::find(strings.begin(), strings.end(), name.data); - if (it != strings.end()) { + if (name.length) { + std::list::const_iterator it = std::find(strings.begin(), strings.end(), name.data); + if (it != strings.end()) { - // Our brilliant 'salt': A single material property with ~ as first - // character to mark it as internal and temporary. - const int dummy = 1; - ((aiMaterial*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0); + // Our brilliant 'salt': A single material property with ~ as first + // character to mark it as internal and temporary. + const int dummy = 1; + ((aiMaterial*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0); - // Keep this material even if no mesh references it - abReferenced[i] = true; - ASSIMP_LOG_VERBOSE_DEBUG( "Found positive match in exclusion list: \'", name.data, "\'"); - } + // Keep this material even if no mesh references it + abReferenced[i] = true; + ASSIMP_LOG_VERBOSE_DEBUG( "Found positive match in exclusion list: \'", name.data, "\'"); } } } + } - // TODO: re-implement this algorithm to work in-place - unsigned int *aiMappingTable = new unsigned int[pScene->mNumMaterials]; - for ( unsigned int i=0; imNumMaterials; i++ ) { - aiMappingTable[ i ] = 0; + // TODO: re-implement this algorithm to work in-place + unsigned int *aiMappingTable = new unsigned int[pScene->mNumMaterials]; + for ( unsigned int i=0; imNumMaterials; i++ ) { + aiMappingTable[ i ] = 0; + } + unsigned int iNewNum = 0; + + // Iterate through all materials and calculate a hash for them + // store all hashes in a list and so a quick search whether + // we do already have a specific hash. This allows us to + // determine which materials are identical. + uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];; + for (unsigned int i = 0; i < pScene->mNumMaterials;++i) { + // No mesh is referencing this material, remove it. + if (!abReferenced[i]) { + ++unreferencedRemoved; + delete pScene->mMaterials[i]; + pScene->mMaterials[i] = nullptr; + continue; } - unsigned int iNewNum = 0; - // Iterate through all materials and calculate a hash for them - // store all hashes in a list and so a quick search whether - // we do already have a specific hash. This allows us to - // determine which materials are identical. - uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];; - for (unsigned int i = 0; i < pScene->mNumMaterials;++i) { - // No mesh is referencing this material, remove it. - if (!abReferenced[i]) { - ++unreferencedRemoved; + // Check all previously mapped materials for a matching hash. + // On a match we can delete this material and just make it ref to the same index. + uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]); + for (unsigned int a = 0; a < i;++a) { + if (abReferenced[a] && me == aiHashes[a]) { + ++redundantRemoved; + me = 0; + aiMappingTable[i] = aiMappingTable[a]; delete pScene->mMaterials[i]; pScene->mMaterials[i] = nullptr; + break; + } + } + // This is a new material that is referenced, add to the map. + if (me) { + aiMappingTable[i] = iNewNum++; + } + } + // If the new material count differs from the original, + // we need to rebuild the material list and remap mesh material indexes. + if (iNewNum < 1) { + //throw DeadlyImportError("No materials remaining"); + return; + } + if (iNewNum != pScene->mNumMaterials) { + ai_assert(iNewNum > 0); + aiMaterial** ppcMaterials = new aiMaterial*[iNewNum]; + ::memset(ppcMaterials,0,sizeof(void*)*iNewNum); + for (unsigned int p = 0; p < pScene->mNumMaterials;++p) + { + // if the material is not referenced ... remove it + if (!abReferenced[p]) { continue; } - // Check all previously mapped materials for a matching hash. - // On a match we can delete this material and just make it ref to the same index. - uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]); - for (unsigned int a = 0; a < i;++a) { - if (abReferenced[a] && me == aiHashes[a]) { - ++redundantRemoved; - me = 0; - aiMappingTable[i] = aiMappingTable[a]; - delete pScene->mMaterials[i]; - pScene->mMaterials[i] = nullptr; - break; + // generate new names for modified materials that had no names + const unsigned int idx = aiMappingTable[p]; + if (ppcMaterials[idx]) { + aiString sz; + if( ppcMaterials[idx]->Get(AI_MATKEY_NAME, sz) != AI_SUCCESS ) { + sz.length = ::ai_snprintf(sz.data,MAXLEN,"JoinedMaterial_#%u",p); + ((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME); } - } - // This is a new material that is referenced, add to the map. - if (me) { - aiMappingTable[i] = iNewNum++; + } else { + ppcMaterials[idx] = pScene->mMaterials[p]; } } - // If the new material count differs from the original, - // we need to rebuild the material list and remap mesh material indexes. - if(iNewNum < 1) - throw DeadlyImportError("No materials remaining"); - if (iNewNum != pScene->mNumMaterials) { - ai_assert(iNewNum > 0); - aiMaterial** ppcMaterials = new aiMaterial*[iNewNum]; - ::memset(ppcMaterials,0,sizeof(void*)*iNewNum); - for (unsigned int p = 0; p < pScene->mNumMaterials;++p) - { - // if the material is not referenced ... remove it - if (!abReferenced[p]) { - continue; - } - - // generate new names for modified materials that had no names - const unsigned int idx = aiMappingTable[p]; - if (ppcMaterials[idx]) { - aiString sz; - if( ppcMaterials[idx]->Get(AI_MATKEY_NAME, sz) != AI_SUCCESS ) { - sz.length = ::ai_snprintf(sz.data,MAXLEN,"JoinedMaterial_#%u",p); - ((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME); - } - } else { - ppcMaterials[idx] = pScene->mMaterials[p]; - } - } - // update all material indices - for (unsigned int p = 0; p < pScene->mNumMeshes;++p) { - aiMesh* mesh = pScene->mMeshes[p]; - ai_assert(nullptr != mesh); - mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex]; - } - // delete the old material list - delete[] pScene->mMaterials; - pScene->mMaterials = ppcMaterials; - pScene->mNumMaterials = iNewNum; + // update all material indices + for (unsigned int p = 0; p < pScene->mNumMeshes;++p) { + aiMesh* mesh = pScene->mMeshes[p]; + ai_assert(nullptr != mesh); + mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex]; } - // delete temporary storage - delete[] aiHashes; - delete[] aiMappingTable; + // delete the old material list + delete[] pScene->mMaterials; + pScene->mMaterials = ppcMaterials; + pScene->mNumMaterials = iNewNum; } + // delete temporary storage + delete[] aiHashes; + delete[] aiMappingTable; + if (redundantRemoved == 0 && unreferencedRemoved == 0) { ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess finished "); } else {