Merge pull request #4463 from jakrams/user/jakras/bitangent-fuzzer-fix
Prevent nullptr access to normals-array in bitangent computationpull/4440/head^2
commit
dc8ba61095
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@ -284,7 +284,7 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
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aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
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aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
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aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
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aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
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//pbrSpecularGlossiness
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// pbrSpecularGlossiness
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if (mat.pbrSpecularGlossiness.isPresent) {
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if (mat.pbrSpecularGlossiness.isPresent) {
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PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
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PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
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@ -606,7 +606,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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}
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}
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}
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}
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if (needTangents) {
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if (needTangents) {
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if (target.tangent[0]->count != aim->mNumVertices) {
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if (!aiAnimMesh.HasNormals()) {
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// prevent nullptr access to aiAnimMesh.mNormals below when no normals are available
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ASSIMP_LOG_WARN("Bitangents of target ", i, " in mesh \"", mesh.name, "\" can't be computed, because mesh has no normals.");
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} else if (target.tangent[0]->count != aim->mNumVertices) {
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ASSIMP_LOG_WARN("Tangents of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
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ASSIMP_LOG_WARN("Tangents of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
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} else {
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} else {
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Tangent *tangent = nullptr;
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Tangent *tangent = nullptr;
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@ -698,12 +701,12 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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nFaces = count - 2;
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nFaces = count - 2;
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facePtr = faces = new aiFace[nFaces];
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facePtr = faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < nFaces; ++i) {
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for (unsigned int i = 0; i < nFaces; ++i) {
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//The ordering is to ensure that the triangles are all drawn with the same orientation
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// The ordering is to ensure that the triangles are all drawn with the same orientation
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if ((i + 1) % 2 == 0) {
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if ((i + 1) % 2 == 0) {
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//For even n, vertices n + 1, n, and n + 2 define triangle n
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// For even n, vertices n + 1, n, and n + 2 define triangle n
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
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} else {
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} else {
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//For odd n, vertices n, n+1, and n+2 define triangle n
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// For odd n, vertices n, n+1, and n+2 define triangle n
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
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}
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}
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}
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}
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@ -776,12 +779,12 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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nFaces = count - 2;
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nFaces = count - 2;
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facePtr = faces = new aiFace[nFaces];
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facePtr = faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < nFaces; ++i) {
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for (unsigned int i = 0; i < nFaces; ++i) {
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//The ordering is to ensure that the triangles are all drawn with the same orientation
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// The ordering is to ensure that the triangles are all drawn with the same orientation
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if ((i + 1) % 2 == 0) {
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if ((i + 1) % 2 == 0) {
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//For even n, vertices n + 1, n, and n + 2 define triangle n
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// For even n, vertices n + 1, n, and n + 2 define triangle n
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, i + 1, i, i + 2);
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, i + 1, i, i + 2);
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} else {
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} else {
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//For odd n, vertices n, n+1, and n+2 define triangle n
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// For odd n, vertices n, n+1, and n+2 define triangle n
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, i, i + 1, i + 2);
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SetFaceAndAdvance3(facePtr, aim->mNumVertices, i, i + 1, i + 2);
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}
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}
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}
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}
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@ -904,14 +907,14 @@ void glTF2Importer::ImportLights(glTF2::Asset &r) {
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ail->mAttenuationLinear = 0.0;
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ail->mAttenuationLinear = 0.0;
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ail->mAttenuationQuadratic = 0.0;
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ail->mAttenuationQuadratic = 0.0;
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} else {
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} else {
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//in PBR attenuation is calculated using inverse square law which can be expressed
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// in PBR attenuation is calculated using inverse square law which can be expressed
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//using assimps equation: 1/(att0 + att1 * d + att2 * d*d) with the following parameters
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// using assimps equation: 1/(att0 + att1 * d + att2 * d*d) with the following parameters
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//this is correct equation for the case when range (see
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// this is correct equation for the case when range (see
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//https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual)
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// https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual)
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//is not present. When range is not present it is assumed that it is infinite and so numerator is 1.
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// is not present. When range is not present it is assumed that it is infinite and so numerator is 1.
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//When range is present then numerator might be any value in range [0,1] and then assimps equation
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// When range is present then numerator might be any value in range [0,1] and then assimps equation
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//will not suffice. In this case range is added into metadata in ImportNode function
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// will not suffice. In this case range is added into metadata in ImportNode function
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//and its up to implementation to read it when it wants to
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// and its up to implementation to read it when it wants to
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ail->mAttenuationConstant = 0.0;
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ail->mAttenuationConstant = 0.0;
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ail->mAttenuationLinear = 0.0;
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ail->mAttenuationLinear = 0.0;
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ail->mAttenuationQuadratic = 1.0;
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ail->mAttenuationQuadratic = 1.0;
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@ -1161,8 +1164,8 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
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if (node.light) {
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if (node.light) {
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pScene->mLights[node.light.GetIndex()]->mName = ainode->mName;
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pScene->mLights[node.light.GetIndex()]->mName = ainode->mName;
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//range is optional - see https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual
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// range is optional - see https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual
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//it is added to meta data of parent node, because there is no other place to put it
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// it is added to meta data of parent node, because there is no other place to put it
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if (node.light->range.isPresent) {
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if (node.light->range.isPresent) {
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if (!ainode->mMetaData) {
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if (!ainode->mMetaData) {
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ainode->mMetaData = aiMetadata::Alloc(1);
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ainode->mMetaData = aiMetadata::Alloc(1);
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@ -1556,9 +1559,9 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
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if (ext) {
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if (ext) {
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if (strcmp(ext, "jpeg") == 0) {
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if (strcmp(ext, "jpeg") == 0) {
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ext = "jpg";
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ext = "jpg";
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} else if (strcmp(ext, "ktx2") == 0) { //basisu: ktx remains
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} else if (strcmp(ext, "ktx2") == 0) { // basisu: ktx remains
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ext = "kx2";
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ext = "kx2";
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} else if (strcmp(ext, "basis") == 0) { //basisu
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} else if (strcmp(ext, "basis") == 0) { // basisu
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ext = "bu";
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ext = "bu";
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}
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}
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