Fixing image leak and computeDiffuse in Wavefront shading
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parent
2eb9b6e522
commit
e56201ef1d
25 changed files with 141 additions and 77 deletions
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@ -344,16 +344,17 @@ void HelloVulkan::createTextureImages(const vk::CommandBuffer& cmdBuf,
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o << "media/textures/" << texture;
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std::string txtFile = nvh::findFile(o.str(), defaultSearchPaths);
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stbi_uc* pixels =
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stbi_load(txtFile.c_str(), &texWidth, &texHeight, &texChannels, STBI_rgb_alpha);
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stbi_uc* stbi_pixels = stbi_load(txtFile.c_str(), &texWidth, &texHeight, &texChannels, STBI_rgb_alpha);
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std::array<stbi_uc, 4> color{255u, 0u, 255u, 255u};
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stbi_uc* pixels = stbi_pixels;
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// Handle failure
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if(!pixels)
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if(!stbi_pixels)
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{
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texWidth = texHeight = 1;
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texChannels = 4;
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std::array<uint8_t, 4> color{255u, 0u, 255u, 255u};
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pixels = reinterpret_cast<stbi_uc*>(color.data());
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pixels = reinterpret_cast<stbi_uc*>(color.data());
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}
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vk::DeviceSize bufferSize = static_cast<uint64_t>(texWidth) * texHeight * sizeof(uint8_t) * 4;
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@ -370,6 +371,8 @@ void HelloVulkan::createTextureImages(const vk::CommandBuffer& cmdBuf,
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m_textures.push_back(texture);
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}
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stbi_image_free(stbi_pixels);
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}
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}
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}
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@ -35,7 +35,8 @@ vec3 computeDiffuse(WaveFrontMaterial mat, vec3 lightDir, vec3 normal)
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float dotNL = max(dot(normal, lightDir), 0.0);
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vec3 c = mat.diffuse * dotNL;
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if(mat.illum >= 1)
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return c + mat.ambient;
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c += mat.ambient;
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return c;
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}
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vec3 computeSpecular(WaveFrontMaterial mat, vec3 viewDir, vec3 lightDir, vec3 normal)
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