Add glTFv2 Clearcoat import/export tests
Uses Clearcoat model from Khronospull/3952/head
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4a66ec25d0
commit
fb039bb9eb
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@ -208,6 +208,11 @@ inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset
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if (sampler->minFilter != SamplerMinFilter::UNSET) {
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mat->AddProperty(&sampler->minFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(texType, texSlot));
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}
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} else {
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// Use glTFv2 default sampler
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const aiTextureMapMode default_wrap = aiTextureMapMode_Wrap;
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mat->AddProperty(&default_wrap, 1, AI_MATKEY_MAPPINGMODE_U(texType, texSlot));
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mat->AddProperty(&default_wrap, 1, AI_MATKEY_MAPPINGMODE_V(texType, texSlot));
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}
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}
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}
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@ -1014,7 +1014,8 @@ extern "C" {
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// Clearcoat
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// ---------
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#define AI_MATKEY_CLEARCOAT_FACTOR "$clr.clearcoat.factor", 0, 0
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// Clearcoat layer intensity. 0.0 = none (disabled)
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#define AI_MATKEY_CLEARCOAT_FACTOR "$mat.clearcoat.factor", 0, 0
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#define AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR "$mat.clearcoat.roughnessFactor", 0, 0
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#define AI_MATKEY_CLEARCOAT_TEXTURE aiTextureType_CLEARCOAT, 0
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#define AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE aiTextureType_CLEARCOAT, 1
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@ -151,8 +151,65 @@ 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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}
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void VerifyClearCoatScene(const aiScene *scene) {
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ASSERT_NE(nullptr, scene);
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ASSERT_TRUE(scene->HasMaterials());
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// Find a specific Clearcoat material and check the values
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const aiString partial_coated("Partial_Coated");
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bool found_partial_coat = false;
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for (size_t i = 0; i < scene->mNumMaterials; ++i) {
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const aiMaterial *material = scene->mMaterials[i];
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ASSERT_NE(nullptr, material);
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if (material->GetName() == partial_coated) {
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found_partial_coat = true;
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ai_real clearcoat_factor(0.0f);
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EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_CLEARCOAT_FACTOR, clearcoat_factor));
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EXPECT_EQ(ai_real(1.0f), clearcoat_factor);
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ai_real clearcoat_rough_factor(0.0f);
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EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR, clearcoat_rough_factor));
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EXPECT_EQ(ai_real(0.03f), clearcoat_rough_factor);
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// Should import the texture as diffuse and as base color
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aiString path;
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std::array<aiTextureMapMode, 2> modes;
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static const std::array<aiTextureMapMode, 2> exp_modes = { aiTextureMapMode_Wrap, aiTextureMapMode_Wrap };
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EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(AI_MATKEY_CLEARCOAT_TEXTURE, &path, nullptr, nullptr,
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nullptr, nullptr, modes.data()));
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EXPECT_STREQ(path.C_Str(), "PartialCoating.png");
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EXPECT_EQ(exp_modes, modes);
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}
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}
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EXPECT_TRUE(found_partial_coat);
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}
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TEST_F(utglTF2ImportExport, importglTF2_KHR_materials_clearcoat) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/ClearCoat-glTF/ClearCoatTest.gltf", aiProcess_ValidateDataStructure);
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VerifyClearCoatScene(scene);
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}
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#ifndef ASSIMP_BUILD_NO_EXPORT
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TEST_F(utglTF2ImportExport, importglTF2AndExport_KHR_materials_clearcoat) {
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{
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Assimp::Importer importer;
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Assimp::Exporter exporter;
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const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/ClearCoat-glTF/ClearCoatTest.gltf", aiProcess_ValidateDataStructure);
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ASSERT_NE(nullptr, scene);
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// Export
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EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/ClearCoat-glTF/ClearCoatTest_out.glb"));
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}
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// And re-import
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/ClearCoat-glTF/ClearCoatTest_out.glb", aiProcess_ValidateDataStructure);
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VerifyClearCoatScene(scene);
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}
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TEST_F(utglTF2ImportExport, importglTF2AndExport_KHR_materials_pbrSpecularGlossiness) {
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Assimp::Importer importer;
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Assimp::Exporter exporter;
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