RemoveRedundantMaterials: Fix crash bug when unreferenced materials were destroyed. The logic only rebuilt the material list if there were redundant materials being removed. This is a clear bug as it left freed aiMaterial ptrs into the list and did not fix the scene->numMaterials to be correct, even when deleting materials. This crashed later on in the ComputeUVMappingsProcess that accessed the freed ptr.
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a5e179edf5
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eea8099b05
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@ -86,7 +86,7 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("RemoveRedundantMatsProcess begin");
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unsigned int iCnt = 0, unreferenced = 0;
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unsigned int redundantRemoved = 0, unreferencedRemoved = 0;
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if (pScene->mNumMaterials)
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{
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// Find out which materials are referenced by meshes
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@ -125,9 +125,7 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
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}
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}
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// TODO: reimplement this algorithm to work in-place
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unsigned int* aiMappingTable = new unsigned int[pScene->mNumMaterials];
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unsigned int iNewNum = 0;
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@ -139,37 +137,42 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
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aiHashes = new uint32_t[pScene->mNumMaterials];
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
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{
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// if the material is not referenced ... remove it
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if (!abReferenced[i]) {
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++unreferenced;
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// No mesh is referencing this material, remove it.
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if (!abReferenced[i]) {
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++unreferencedRemoved;
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delete pScene->mMaterials[i];
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continue;
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}
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// Check all previously mapped materials for a matching hash.
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// On a match we can delete this material and just make it ref to the same index.
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uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]);
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for (unsigned int a = 0; a < i;++a)
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{
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if (abReferenced[a] && me == aiHashes[a]) {
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++iCnt;
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++redundantRemoved;
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me = 0;
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aiMappingTable[i] = aiMappingTable[a];
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delete pScene->mMaterials[i];
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break;
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}
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}
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// This is a new material that is referenced, add to the map.
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if (me) {
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aiMappingTable[i] = iNewNum++;
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}
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}
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if (iCnt) {
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// build an output material list
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// If the new material count differs from the original,
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// we need to rebuild the material list and remap mesh material indexes.
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if (iNewNum != pScene->mNumMaterials) {
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aiMaterial** ppcMaterials = new aiMaterial*[iNewNum];
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::memset(ppcMaterials,0,sizeof(void*)*iNewNum);
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for (unsigned int p = 0; p < pScene->mNumMaterials;++p)
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{
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// if the material is not referenced ... remove it
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if (!abReferenced[p])
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if (!abReferenced[p]) {
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continue;
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}
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// generate new names for all modified materials
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const unsigned int idx = aiMappingTable[p];
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@ -179,10 +182,11 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
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sz.length = ::sprintf(sz.data,"JoinedMaterial_#%i",p);
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((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
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}
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else ppcMaterials[idx] = pScene->mMaterials[p];
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else
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ppcMaterials[idx] = pScene->mMaterials[p];
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}
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// update all material indices
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for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
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for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
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aiMesh* mesh = pScene->mMeshes[p];
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mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
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}
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@ -195,12 +199,15 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
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delete[] aiHashes;
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delete[] aiMappingTable;
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}
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if (!iCnt)DefaultLogger::get()->debug("RemoveRedundantMatsProcess finished ");
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if (redundantRemoved == 0 && unreferencedRemoved == 0)
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{
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DefaultLogger::get()->debug("RemoveRedundantMatsProcess finished ");
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}
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else
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{
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char szBuffer[128]; // should be sufficiently large
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::sprintf(szBuffer,"RemoveRedundantMatsProcess finished. %i redundant and %i unused materials",
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iCnt,unreferenced);
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::sprintf(szBuffer,"RemoveRedundantMatsProcess finished. Removed %i redundant and %i unused materials.",
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redundantRemoved,unreferencedRemoved);
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DefaultLogger::get()->info(szBuffer);
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}
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}
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