Use unique_ptr for gltf2 textures
parent
673885a6d3
commit
504e5fd5c5
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@ -659,7 +659,7 @@ namespace glTF2
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int width, height;
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private:
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uint8_t* mData;
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std::unique_ptr<uint8_t[]> mData;
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size_t mDataLength;
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public:
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@ -674,7 +674,7 @@ namespace glTF2
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{ return mDataLength; }
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inline const uint8_t* GetData() const
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{ return mData; }
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{ return mData.get(); }
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inline uint8_t* StealData();
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@ -688,7 +688,6 @@ T Accessor::Indexer::GetValue(int i)
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inline Image::Image()
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: width(0)
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, height(0)
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, mData(0)
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, mDataLength(0)
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{
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@ -704,7 +703,9 @@ inline void Image::Read(Value& obj, Asset& r)
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if (ParseDataURI(uristr, uri->GetStringLength(), dataURI)) {
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mimeType = dataURI.mediaType;
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if (dataURI.base64) {
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mDataLength = Util::DecodeBase64(dataURI.data, dataURI.dataLength, mData);
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uint8_t *ptr = nullptr;
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mDataLength = Util::DecodeBase64(dataURI.data, dataURI.dataLength, ptr);
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mData.reset(ptr);
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}
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}
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else {
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@ -717,8 +718,9 @@ inline void Image::Read(Value& obj, Asset& r)
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this->mDataLength = this->bufferView->byteLength;
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// maybe this memcpy could be avoided if aiTexture does not delete[] pcData at destruction.
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this->mData = new uint8_t [this->mDataLength];
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memcpy(this->mData, buffer->GetPointer() + this->bufferView->byteOffset, this->mDataLength);
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this->mData.reset(new uint8_t[this->mDataLength]);
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memcpy(this->mData.get(), buffer->GetPointer() + this->bufferView->byteOffset, this->mDataLength);
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if (Value* mtype = FindString(obj, "mimeType")) {
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this->mimeType = mtype->GetString();
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@ -729,10 +731,8 @@ inline void Image::Read(Value& obj, Asset& r)
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inline uint8_t* Image::StealData()
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{
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uint8_t* data = mData;
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mDataLength = 0;
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mData = 0;
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return data;
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return mData.release();
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}
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inline void Image::SetData(uint8_t* data, size_t length, Asset& r)
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@ -747,7 +747,7 @@ inline void Image::SetData(uint8_t* data, size_t length, Asset& r)
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bufferView->byteOffset = b->AppendData(data, length);
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}
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else { // text file: will be stored as a data uri
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this->mData = data;
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this->mData.reset(data);
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this->mDataLength = length;
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}
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}
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@ -818,7 +818,7 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset& r)
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// Add the embedded textures
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for (size_t i = 0; i < r.images.Size(); ++i) {
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Image img = r.images[i];
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Image &img = r.images[i];
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if (!img.HasData()) continue;
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int idx = mScene->mNumTextures++;
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