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.

pull/270/head
Jonne Nauha 2014-05-09 01:33:30 +03:00
parent a5e179edf5
commit eea8099b05
1 changed files with 22 additions and 15 deletions

View File

@ -86,7 +86,7 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("RemoveRedundantMatsProcess begin");
unsigned int iCnt = 0, unreferenced = 0;
unsigned int redundantRemoved = 0, unreferencedRemoved = 0;
if (pScene->mNumMaterials)
{
// Find out which materials are referenced by meshes
@ -125,9 +125,7 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
}
}
// TODO: reimplement this algorithm to work in-place
unsigned int* aiMappingTable = new unsigned int[pScene->mNumMaterials];
unsigned int iNewNum = 0;
@ -139,37 +137,42 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
aiHashes = new uint32_t[pScene->mNumMaterials];
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
{
// if the material is not referenced ... remove it
if (!abReferenced[i]) {
++unreferenced;
// No mesh is referencing this material, remove it.
if (!abReferenced[i]) {
++unreferencedRemoved;
delete pScene->mMaterials[i];
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]) {
++iCnt;
++redundantRemoved;
me = 0;
aiMappingTable[i] = aiMappingTable[a];
delete pScene->mMaterials[i];
break;
}
}
// This is a new material that is referenced, add to the map.
if (me) {
aiMappingTable[i] = iNewNum++;
}
}
if (iCnt) {
// build an output material list
// If the new material count differs from the original,
// we need to rebuild the material list and remap mesh material indexes.
if (iNewNum != pScene->mNumMaterials) {
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])
if (!abReferenced[p]) {
continue;
}
// generate new names for all modified materials
const unsigned int idx = aiMappingTable[p];
@ -179,10 +182,11 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
sz.length = ::sprintf(sz.data,"JoinedMaterial_#%i",p);
((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
}
else ppcMaterials[idx] = pScene->mMaterials[p];
else
ppcMaterials[idx] = pScene->mMaterials[p];
}
// update all material indices
for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
aiMesh* mesh = pScene->mMeshes[p];
mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
}
@ -195,12 +199,15 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
delete[] aiHashes;
delete[] aiMappingTable;
}
if (!iCnt)DefaultLogger::get()->debug("RemoveRedundantMatsProcess finished ");
if (redundantRemoved == 0 && unreferencedRemoved == 0)
{
DefaultLogger::get()->debug("RemoveRedundantMatsProcess finished ");
}
else
{
char szBuffer[128]; // should be sufficiently large
::sprintf(szBuffer,"RemoveRedundantMatsProcess finished. %i redundant and %i unused materials",
iCnt,unreferenced);
::sprintf(szBuffer,"RemoveRedundantMatsProcess finished. Removed %i redundant and %i unused materials.",
redundantRemoved,unreferencedRemoved);
DefaultLogger::get()->info(szBuffer);
}
}