Merge branch 'master' into cloud_storage_version
commit
16021ef9ac
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@ -730,7 +730,7 @@ bool glTF2Exporter::GetMatSpecGloss(const aiMaterial &mat, glTF2::PbrSpecularGlo
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bool glTF2Exporter::GetMatSpecular(const aiMaterial &mat, glTF2::MaterialSpecular &specular) {
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bool glTF2Exporter::GetMatSpecular(const aiMaterial &mat, glTF2::MaterialSpecular &specular) {
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// Specular requires either/or, default factors of zero disables specular, so do not export
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// Specular requires either/or, default factors of zero disables specular, so do not export
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if (GetMatColor(mat, specular.specularColorFactor, AI_MATKEY_COLOR_SPECULAR) != AI_SUCCESS || mat.Get(AI_MATKEY_SPECULAR_FACTOR, specular.specularFactor) != AI_SUCCESS) {
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if (GetMatColor(mat, specular.specularColorFactor, AI_MATKEY_COLOR_SPECULAR) != AI_SUCCESS && mat.Get(AI_MATKEY_SPECULAR_FACTOR, specular.specularFactor) != AI_SUCCESS) {
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return false;
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return false;
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}
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}
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// The spec states that the default is 1.0 and [1.0, 1.0, 1.0]. We if both are 0, which should disable specular. Otherwise, if one is 0, set to 1.0
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// The spec states that the default is 1.0 and [1.0, 1.0, 1.0]. We if both are 0, which should disable specular. Otherwise, if one is 0, set to 1.0
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@ -60,7 +60,7 @@ using namespace Assimp;
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class utglTF2ImportExport : public AbstractImportExportBase {
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class utglTF2ImportExport : public AbstractImportExportBase {
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public:
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public:
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virtual bool importerMatTest(const char *file, bool spec_gloss, std::array<aiTextureMapMode, 2> exp_modes = { aiTextureMapMode_Wrap, aiTextureMapMode_Wrap }) {
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virtual bool importerMatTest(const char *file, bool spec, bool gloss, std::array<aiTextureMapMode, 2> exp_modes = { aiTextureMapMode_Wrap, aiTextureMapMode_Wrap }) {
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Assimp::Importer importer;
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure);
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const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure);
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EXPECT_NE(scene, nullptr);
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EXPECT_NE(scene, nullptr);
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@ -105,16 +105,19 @@ public:
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aiColor3D spec_color = { 0, 0, 0 };
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aiColor3D spec_color = { 0, 0, 0 };
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ai_real glossiness = ai_real(0.5);
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ai_real glossiness = ai_real(0.5);
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if (spec_gloss) {
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if (spec) {
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EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_COLOR_SPECULAR, spec_color));
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EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_COLOR_SPECULAR, spec_color));
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constexpr ai_real spec_val(0.20000000298023225); // From the file
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constexpr ai_real spec_val(0.20000000298023225); // From the file
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EXPECT_EQ(spec_val, spec_color.r);
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EXPECT_EQ(spec_val, spec_color.r);
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EXPECT_EQ(spec_val, spec_color.g);
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EXPECT_EQ(spec_val, spec_color.g);
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EXPECT_EQ(spec_val, spec_color.b);
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EXPECT_EQ(spec_val, spec_color.b);
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} else {
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EXPECT_EQ(aiReturn_FAILURE, material->Get(AI_MATKEY_COLOR_SPECULAR, spec_color));
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}
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if (gloss) {
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EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_GLOSSINESS_FACTOR, glossiness));
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EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_GLOSSINESS_FACTOR, glossiness));
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EXPECT_EQ(ai_real(1.0), glossiness);
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EXPECT_EQ(ai_real(1.0), glossiness);
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} else {
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} else {
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EXPECT_EQ(aiReturn_FAILURE, material->Get(AI_MATKEY_COLOR_SPECULAR, spec_color));
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EXPECT_EQ(aiReturn_FAILURE, material->Get(AI_MATKEY_GLOSSINESS_FACTOR, glossiness));
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EXPECT_EQ(aiReturn_FAILURE, material->Get(AI_MATKEY_GLOSSINESS_FACTOR, glossiness));
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}
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}
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@ -143,7 +146,7 @@ public:
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};
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};
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TEST_F(utglTF2ImportExport, importglTF2FromFileTest) {
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TEST_F(utglTF2ImportExport, importglTF2FromFileTest) {
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EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", false, {aiTextureMapMode_Mirror, aiTextureMapMode_Clamp}));
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EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", false, false, {aiTextureMapMode_Mirror, aiTextureMapMode_Clamp}));
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}
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}
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TEST_F(utglTF2ImportExport, importBinaryglTF2FromFileTest) {
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TEST_F(utglTF2ImportExport, importBinaryglTF2FromFileTest) {
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@ -151,7 +154,7 @@ TEST_F(utglTF2ImportExport, importBinaryglTF2FromFileTest) {
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}
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}
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TEST_F(utglTF2ImportExport, importglTF2_KHR_materials_pbrSpecularGlossiness) {
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TEST_F(utglTF2ImportExport, importglTF2_KHR_materials_pbrSpecularGlossiness) {
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EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured.gltf", true));
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EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured.gltf", true, true));
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}
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}
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void VerifyClearCoatScene(const aiScene *scene) {
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void VerifyClearCoatScene(const aiScene *scene) {
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@ -223,13 +226,16 @@ TEST_F(utglTF2ImportExport, importglTF2AndExport_KHR_materials_pbrSpecularGlossi
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// Export with specular glossiness disabled
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// Export with specular glossiness disabled
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EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb"));
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EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb"));
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// And re-import
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EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", true, false));
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// Export with specular glossiness enabled
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// Export with specular glossiness enabled
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ExportProperties props;
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ExportProperties props;
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props.SetPropertyBool(AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESS, true);
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props.SetPropertyBool(AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESS, true);
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EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", 0, &props));
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EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", 0, &props));
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// And re-import
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// And re-import
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EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", true));
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EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", true, true));
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}
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}
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TEST_F(utglTF2ImportExport, importglTF2AndExportToOBJ) {
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TEST_F(utglTF2ImportExport, importglTF2AndExportToOBJ) {
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