Add unit test for correct FBX phong material import.

pull/1704/head
Tommy 2018-01-10 19:18:11 +01:00
parent fb4a67d4fe
commit aba8383283
2 changed files with 30 additions and 0 deletions

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@ -46,6 +46,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/material.h>
#include <assimp/scene.h>
#include <assimp/types.h>
using namespace Assimp;
@ -67,3 +70,30 @@ TEST_F( utFBXImporterExporter, importBareBoxWithoutColorsAndTextureCoords ) {
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/FBX/box.fbx", aiProcess_ValidateDataStructure );
EXPECT_NE( nullptr, scene );
}
TEST_F( utFBXImporterExporter, importPhongMaterial ) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/FBX/phong_cube.fbx", aiProcess_ValidateDataStructure );
EXPECT_NE( nullptr, scene );
EXPECT_EQ( (unsigned int)1, scene->mNumMaterials );
const aiMaterial *mat = scene->mMaterials[0];
EXPECT_NE( nullptr, mat );
float f; aiColor3D c;
// phong_cube.fbx has all properties defined
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_DIFFUSE, c), aiReturn_SUCCESS );
EXPECT_EQ( c, aiColor3D(0.5, 0.25, 0.25) );
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_SPECULAR, c), aiReturn_SUCCESS );
EXPECT_EQ( c, aiColor3D(0.25, 0.25, 0.5) );
EXPECT_EQ( mat->Get(AI_MATKEY_SHININESS_STRENGTH, f), aiReturn_SUCCESS );
EXPECT_EQ( f, 0.5 );
EXPECT_EQ( mat->Get(AI_MATKEY_SHININESS, f), aiReturn_SUCCESS );
EXPECT_EQ( f, 10.0 );
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_AMBIENT, c), aiReturn_SUCCESS );
EXPECT_EQ( c, aiColor3D(0.125, 0.25, 0.25) );
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_EMISSIVE, c), aiReturn_SUCCESS );
EXPECT_EQ( c, aiColor3D(0.25, 0.125, 0.25) );
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_TRANSPARENT, c), aiReturn_SUCCESS );
EXPECT_EQ( c, aiColor3D(0.75, 0.5, 0.25) );
EXPECT_EQ( mat->Get(AI_MATKEY_OPACITY, f), aiReturn_SUCCESS );
EXPECT_EQ( f, 0.5 );
}