assimp/test/unit/utRemoveRedundantMaterials.cpp

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#include "UnitTestPCH.h"
#include "utRemoveRedundantMaterials.h"
CPPUNIT_TEST_SUITE_REGISTRATION (RemoveRedundantMatsTest);
// ------------------------------------------------------------------------------------------------
aiMaterial* getUniqueMaterial1()
{
// setup an unique name for each material - this shouldn't care
aiString mTemp;
mTemp.Set("UniqueMat1");
MaterialHelper* pcMat = new MaterialHelper();
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
float f = 2.0f;
pcMat->AddProperty<float>(&f, 1, AI_MATKEY_BUMPSCALING);
pcMat->AddProperty<float>(&f, 1, AI_MATKEY_SHININESS_STRENGTH);
return pcMat;
}
// ------------------------------------------------------------------------------------------------
aiMaterial* getUniqueMaterial2()
{
// setup an unique name for each material - this shouldn't care
aiString mTemp;
mTemp.Set("UniqueMat2");
MaterialHelper* pcMat = new MaterialHelper();
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
float f = 4.0f;int i = 1;
pcMat->AddProperty<float>(&f, 1, AI_MATKEY_BUMPSCALING);
pcMat->AddProperty<int>(&i, 1, AI_MATKEY_ENABLE_WIREFRAME);
return pcMat;
}
// ------------------------------------------------------------------------------------------------
aiMaterial* getUniqueMaterial3()
{
// setup an unique name for each material - this shouldn't care
aiString mTemp;
mTemp.Set("UniqueMat3");
MaterialHelper* pcMat = new MaterialHelper();
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
return pcMat;
}
// ------------------------------------------------------------------------------------------------
void RemoveRedundantMatsTest :: setUp (void)
{
// construct the process
this->piProcess = new RemoveRedundantMatsProcess();
// create a scene with 5 materials (2 is a duplicate of 0, 3 of 1)
this->pcScene1 = new aiScene();
this->pcScene1->mNumMaterials = 5;
this->pcScene1->mMaterials = new aiMaterial*[5];
this->pcScene1->mMaterials[0] = getUniqueMaterial1();
this->pcScene1->mMaterials[1] = getUniqueMaterial2();
this->pcScene1->mMaterials[4] = getUniqueMaterial3();
// all materials must be referenced
this->pcScene1->mNumMeshes = 5;
this->pcScene1->mMeshes = new aiMesh*[5];
for (unsigned int i = 0; i < 5;++i)
{
this->pcScene1->mMeshes[i] = new aiMesh();
this->pcScene1->mMeshes[i]->mMaterialIndex = i;
}
// setup an unique name for each material - this shouldn't care
aiString mTemp;
mTemp.length = 1;
mTemp.data[0] = 48;
mTemp.data[1] = 0;
MaterialHelper* pcMat;
this->pcScene1->mMaterials[2] = pcMat = new MaterialHelper();
MaterialHelper::CopyPropertyList(pcMat,(const MaterialHelper*)this->pcScene1->mMaterials[0]);
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
mTemp.data[0]++;
this->pcScene1->mMaterials[3] = pcMat = new MaterialHelper();
MaterialHelper::CopyPropertyList(pcMat,(const MaterialHelper*)this->pcScene1->mMaterials[1]);
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
mTemp.data[0]++;
}
// ------------------------------------------------------------------------------------------------
void RemoveRedundantMatsTest :: tearDown (void)
{
delete this->piProcess;
delete this->pcScene1;
}
// ------------------------------------------------------------------------------------------------
void RemoveRedundantMatsTest :: testRedundantMaterials (void)
{
this->piProcess->Execute(this->pcScene1);
CPPUNIT_ASSERT_EQUAL(this->pcScene1->mNumMaterials,3u);
CPPUNIT_ASSERT(0 != this->pcScene1->mMaterials &&
0 != this->pcScene1->mMaterials[0] &&
0 != this->pcScene1->mMaterials[1] &&
0 != this->pcScene1->mMaterials[2]);
aiString sName;
CPPUNIT_ASSERT(AI_SUCCESS == aiGetMaterialString(this->pcScene1->mMaterials[2],
AI_MATKEY_NAME,&sName));
CPPUNIT_ASSERT(!::strcmp( sName.data, "UniqueMat3" ));
}