diff --git a/code/AssetLib/glTF2/glTF2Exporter.cpp b/code/AssetLib/glTF2/glTF2Exporter.cpp index f7fa9cd42..d4568fa31 100644 --- a/code/AssetLib/glTF2/glTF2Exporter.cpp +++ b/code/AssetLib/glTF2/glTF2Exporter.cpp @@ -730,7 +730,7 @@ bool glTF2Exporter::GetMatSpecGloss(const aiMaterial &mat, glTF2::PbrSpecularGlo bool glTF2Exporter::GetMatSpecular(const aiMaterial &mat, glTF2::MaterialSpecular &specular) { // Specular requires either/or, default factors of zero disables specular, so do not export - if (GetMatColor(mat, specular.specularColorFactor, AI_MATKEY_COLOR_SPECULAR) != AI_SUCCESS || mat.Get(AI_MATKEY_SPECULAR_FACTOR, specular.specularFactor) != AI_SUCCESS) { + if (GetMatColor(mat, specular.specularColorFactor, AI_MATKEY_COLOR_SPECULAR) != AI_SUCCESS && mat.Get(AI_MATKEY_SPECULAR_FACTOR, specular.specularFactor) != AI_SUCCESS) { return false; } // 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 diff --git a/test/unit/utglTF2ImportExport.cpp b/test/unit/utglTF2ImportExport.cpp index 91ac87ee5..ba1c859ad 100644 --- a/test/unit/utglTF2ImportExport.cpp +++ b/test/unit/utglTF2ImportExport.cpp @@ -60,7 +60,7 @@ using namespace Assimp; class utglTF2ImportExport : public AbstractImportExportBase { public: - virtual bool importerMatTest(const char *file, bool spec_gloss, std::array exp_modes = { aiTextureMapMode_Wrap, aiTextureMapMode_Wrap }) { + virtual bool importerMatTest(const char *file, bool spec, bool gloss, std::array exp_modes = { aiTextureMapMode_Wrap, aiTextureMapMode_Wrap }) { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure); EXPECT_NE(scene, nullptr); @@ -105,16 +105,19 @@ public: aiColor3D spec_color = { 0, 0, 0 }; ai_real glossiness = ai_real(0.5); - if (spec_gloss) { + if (spec) { EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_COLOR_SPECULAR, spec_color)); constexpr ai_real spec_val(0.20000000298023225); // From the file EXPECT_EQ(spec_val, spec_color.r); EXPECT_EQ(spec_val, spec_color.g); EXPECT_EQ(spec_val, spec_color.b); + } else { + EXPECT_EQ(aiReturn_FAILURE, material->Get(AI_MATKEY_COLOR_SPECULAR, spec_color)); + } + if (gloss) { EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_GLOSSINESS_FACTOR, glossiness)); EXPECT_EQ(ai_real(1.0), glossiness); } else { - EXPECT_EQ(aiReturn_FAILURE, material->Get(AI_MATKEY_COLOR_SPECULAR, spec_color)); EXPECT_EQ(aiReturn_FAILURE, material->Get(AI_MATKEY_GLOSSINESS_FACTOR, glossiness)); } @@ -143,7 +146,7 @@ public: }; TEST_F(utglTF2ImportExport, importglTF2FromFileTest) { - EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", false, {aiTextureMapMode_Mirror, aiTextureMapMode_Clamp})); + EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", false, false, {aiTextureMapMode_Mirror, aiTextureMapMode_Clamp})); } TEST_F(utglTF2ImportExport, importBinaryglTF2FromFileTest) { @@ -151,7 +154,7 @@ TEST_F(utglTF2ImportExport, importBinaryglTF2FromFileTest) { } TEST_F(utglTF2ImportExport, importglTF2_KHR_materials_pbrSpecularGlossiness) { - EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured.gltf", true)); + EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured.gltf", true, true)); } void VerifyClearCoatScene(const aiScene *scene) { @@ -223,13 +226,16 @@ TEST_F(utglTF2ImportExport, importglTF2AndExport_KHR_materials_pbrSpecularGlossi // Export with specular glossiness disabled EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb")); + // And re-import + EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", true, false)); + // Export with specular glossiness enabled ExportProperties props; props.SetPropertyBool(AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESS, true); EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", 0, &props)); // And re-import - EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", true)); + EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", true, true)); } TEST_F(utglTF2ImportExport, importglTF2AndExportToOBJ) {