glTFAsset: Use std:unique_ptr for Image data

pull/1672/head
Turo Lamminen 2018-01-02 20:09:22 +02:00
parent d308cfcb43
commit 7ebd8e7543
3 changed files with 10 additions and 11 deletions

View File

@ -649,7 +649,7 @@ namespace glTF
int width, height;
private:
uint8_t* mData;
std::unique_ptr<uint8_t[]> mData;
size_t mDataLength;
public:
@ -664,7 +664,7 @@ namespace glTF
{ return mDataLength; }
inline const uint8_t* GetData() const
{ return mData; }
{ return mData.get(); }
inline uint8_t* StealData();

View File

@ -601,7 +601,6 @@ T Accessor::Indexer::GetValue(int i)
inline Image::Image()
: width(0)
, height(0)
, mData(0)
, mDataLength(0)
{
@ -624,8 +623,8 @@ inline void Image::Read(Value& obj, Asset& r)
Ref<BufferView> bv = r.bufferViews.Get(bufferViewId);
if (bv) {
mDataLength = bv->byteLength;
mData = new uint8_t[mDataLength];
memcpy(mData, bv->buffer->GetPointer() + bv->byteOffset, mDataLength);
mData.reset(new uint8_t[mDataLength]);
memcpy(mData.get(), bv->buffer->GetPointer() + bv->byteOffset, mDataLength);
}
}
}
@ -640,7 +639,9 @@ inline void Image::Read(Value& obj, Asset& r)
if (ParseDataURI(uristr, uri->GetStringLength(), dataURI)) {
mimeType = dataURI.mediaType;
if (dataURI.base64) {
mDataLength = Util::DecodeBase64(dataURI.data, dataURI.dataLength, mData);
uint8_t *ptr = nullptr;
mDataLength = Util::DecodeBase64(dataURI.data, dataURI.dataLength, ptr);
mData.reset(ptr);
}
}
else {
@ -652,10 +653,8 @@ inline void Image::Read(Value& obj, Asset& r)
inline uint8_t* Image::StealData()
{
uint8_t* data = mData;
mDataLength = 0;
mData = 0;
return data;
return mData.release();
}
inline void Image::SetData(uint8_t* data, size_t length, Asset& r)
@ -670,7 +669,7 @@ inline void Image::SetData(uint8_t* data, size_t length, Asset& r)
bufferView->byteOffset = b->AppendData(data, length);
}
else { // text file: will be stored as a data uri
this->mData = data;
this->mData.reset(data);
this->mDataLength = length;
}
}

View File

@ -616,7 +616,7 @@ void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
// Add the embedded textures
for (size_t i = 0; i < r.images.Size(); ++i) {
Image img = r.images[i];
Image &img = r.images[i];
if (!img.HasData()) continue;
int idx = mScene->mNumTextures++;