155 lines
6.6 KiB
C++
155 lines
6.6 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2018, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "UnitTestPCH.h"
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#include <assimp/cexport.h>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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class BlendImportMaterials : public ::testing::Test {
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public:
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virtual void SetUp()
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{
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im = new Assimp::Importer();
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}
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virtual void TearDown()
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{
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delete im;
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}
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protected:
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Assimp::Importer* im;
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};
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// ------------------------------------------------------------------------------------------------
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TEST_F(BlendImportMaterials, testImportMaterial)
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{
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const aiScene* pTest = im->ReadFile(ASSIMP_TEST_MODELS_DIR "/BLEND/BlenderMaterial_269.blend", aiProcess_ValidateDataStructure);
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ASSERT_TRUE(pTest != NULL);
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ASSERT_TRUE(pTest->HasMaterials());
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ASSERT_EQ(1U, pTest->mNumMaterials);
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auto alpha = pTest->mMaterials[0];
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#define ASSERT_PROPERTY_EQ(expected, key, var) \
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auto var = expected; \
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ASSERT_EQ(aiReturn_SUCCESS, alpha->Get("$mat.blend." key, 0, 0, var)); \
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ASSERT_EQ(expected, var);
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#define ASSERT_PROPERTY_FLOAT_EQ(expected, key, var) \
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auto var = expected; \
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ASSERT_EQ(aiReturn_SUCCESS, alpha->Get("$mat.blend." key, 0, 0, var)); \
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ASSERT_FLOAT_EQ(expected, var);
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ASSERT_PROPERTY_EQ(aiColor3D(0.1f, 0.2f, 0.3f), "diffuse.color", diffuseColor);
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ASSERT_PROPERTY_EQ(0.4f, "diffuse.intensity", diffuseIntensity);
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ASSERT_PROPERTY_EQ(1, "diffuse.shader", diffuseShader);
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ASSERT_PROPERTY_EQ(0, "diffuse.ramp", diffuseRamp);
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ASSERT_PROPERTY_EQ(aiColor3D(0.5f, 0.6f, 0.7f), "specular.color", specularColor);
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ASSERT_PROPERTY_EQ(0.8f, "specular.intensity", specularIntensity);
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ASSERT_PROPERTY_EQ(1, "specular.shader", specularShader);
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ASSERT_PROPERTY_EQ(0, "specular.ramp", specularRamp);
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ASSERT_PROPERTY_EQ(9, "specular.hardness", specularHardness);
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ASSERT_PROPERTY_EQ(1, "transparency.use", transparencyUse);
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ASSERT_PROPERTY_EQ(2, "transparency.method", transparencyMethod);
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ASSERT_PROPERTY_EQ(0.01f, "transparency.alpha", transparencyAlpha);
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ASSERT_PROPERTY_EQ(0.02f, "transparency.specular", transparencySpecular);
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ASSERT_PROPERTY_EQ(0.03f, "transparency.fresnel", transparencyFresnel);
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ASSERT_PROPERTY_EQ(3.14f, "transparency.blend", transparencyBlend);
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ASSERT_PROPERTY_EQ(0.85f, "transparency.ior", transparencyIor);
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ASSERT_PROPERTY_FLOAT_EQ(0.128f, "transparency.filter", transparencyFilter);
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ASSERT_PROPERTY_FLOAT_EQ(1.298f, "transparency.falloff", transparencyFalloff);
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ASSERT_PROPERTY_FLOAT_EQ(0.2376f, "transparency.limit", transparencyLimit);
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ASSERT_PROPERTY_EQ(7, "transparency.depth", transparencyDepth);
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ASSERT_PROPERTY_FLOAT_EQ(0.678f, "transparency.glossAmount", transparencyGlossAmount);
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ASSERT_PROPERTY_FLOAT_EQ(0.208f, "transparency.glossThreshold", transparencyGlossThreshold);
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ASSERT_PROPERTY_EQ(17, "transparency.glossSamples", transparencyGlossSamples);
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ASSERT_PROPERTY_EQ(1, "mirror.use", mirrorUse);
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ASSERT_PROPERTY_FLOAT_EQ(0.28f, "mirror.reflectivity", mirrorReflectivity);
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ASSERT_PROPERTY_EQ(aiColor3D(0.25f, 0.5f, 0.128f), "mirror.color", mirrorColor);
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ASSERT_PROPERTY_FLOAT_EQ(0.256f, "mirror.fresnel", mirrorFresnel);
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ASSERT_PROPERTY_FLOAT_EQ(1.61f, "mirror.blend", mirrorBlend);
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ASSERT_PROPERTY_EQ(12, "mirror.depth", mirrorDepth);
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ASSERT_PROPERTY_FLOAT_EQ(0.4f, "mirror.maxDist", mirrorMaxDist);
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ASSERT_PROPERTY_EQ(1, "mirror.fadeTo", mirrorFadeTo);
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ASSERT_PROPERTY_FLOAT_EQ(0.512f, "mirror.glossAmount", mirrorGlossAmount);
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ASSERT_PROPERTY_FLOAT_EQ(0.18f, "mirror.glossThreshold", mirrorGlossThreshold);
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ASSERT_PROPERTY_EQ(61, "mirror.glossSamples", mirrorGlossSamples);
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ASSERT_PROPERTY_FLOAT_EQ(0.87f, "mirror.glossAnisotropic", mirrorGlossAnisotropic);
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}
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TEST_F(BlendImportMaterials, testImportMaterialwith2texturesAnd2TexCoordMappings)
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{
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const aiScene* pTest = im->ReadFile(ASSIMP_TEST_MODELS_DIR "/BLEND/plane_2_textures_2_texcoords_279.blend", aiProcess_ValidateDataStructure);
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ASSERT_TRUE(pTest != NULL);
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// material has 2 diffuse textures
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ASSERT_TRUE(pTest->HasMaterials());
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EXPECT_EQ(1, pTest->mNumMaterials);
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const aiMaterial *pMat = pTest->mMaterials[0];
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ASSERT_TRUE(nullptr != pMat);
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ASSERT_EQ(2, pMat->GetTextureCount(aiTextureType_DIFFUSE));
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aiString aPath;
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aiTextureMapping tm = aiTextureMapping::aiTextureMapping_OTHER;
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aiReturn result = pMat->GetTexture(aiTextureType_DIFFUSE, 0, &aPath, &tm);
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ASSERT_EQ(aiReturn_SUCCESS, result);
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result = pMat->GetTexture(aiTextureType_DIFFUSE, 1, &aPath, &tm);
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ASSERT_EQ(aiReturn_SUCCESS, result);
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// mesh has 2 texturecoord sets
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ASSERT_TRUE(pTest->HasMeshes());
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EXPECT_EQ(1, pTest->mNumMeshes);
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const aiMesh *pMesh = pTest->mMeshes[0];
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ASSERT_TRUE(nullptr != pMesh);
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ASSERT_TRUE(pMesh->HasTextureCoords(0));
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ASSERT_TRUE(pMesh->HasTextureCoords(1));
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}
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