126 lines
5.4 KiB
C++
126 lines
5.4 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (assimp)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2017, assimp team
|
|
|
|
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the following
|
|
conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the assimp team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the assimp team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
---------------------------------------------------------------------------
|
|
*/
|
|
#include "UnitTestPCH.h"
|
|
|
|
#include <assimp/cexport.h>
|
|
#include <assimp/Importer.hpp>
|
|
#include <assimp/scene.h>
|
|
|
|
class BlendImportMaterials : public ::testing::Test {
|
|
public:
|
|
|
|
virtual void SetUp()
|
|
{
|
|
im = new Assimp::Importer();
|
|
}
|
|
|
|
virtual void TearDown()
|
|
{
|
|
delete im;
|
|
}
|
|
|
|
protected:
|
|
|
|
Assimp::Importer* im;
|
|
};
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
TEST_F(BlendImportMaterials, testImportMaterial)
|
|
{
|
|
const aiScene* pTest = im->ReadFile(ASSIMP_TEST_MODELS_DIR "/BLEND/BlenderMaterial_269.blend", 0);
|
|
ASSERT_TRUE(pTest != NULL);
|
|
ASSERT_TRUE(pTest->HasMaterials());
|
|
|
|
ASSERT_EQ(1U, pTest->mNumMaterials);
|
|
|
|
auto alpha = pTest->mMaterials[0];
|
|
|
|
#define ASSERT_PROPERTY_EQ(expected, key, var) \
|
|
auto var = expected; \
|
|
ASSERT_EQ(aiReturn_SUCCESS, alpha->Get("$mat.blend." key, 0, 0, var)); \
|
|
ASSERT_EQ(expected, var);
|
|
|
|
#define ASSERT_PROPERTY_FLOAT_EQ(expected, key, var) \
|
|
auto var = expected; \
|
|
ASSERT_EQ(aiReturn_SUCCESS, alpha->Get("$mat.blend." key, 0, 0, var)); \
|
|
ASSERT_FLOAT_EQ(expected, var);
|
|
|
|
ASSERT_PROPERTY_EQ(aiColor3D(0.1f, 0.2f, 0.3f), "diffuse.color", diffuseColor);
|
|
ASSERT_PROPERTY_EQ(0.4f, "diffuse.intensity", diffuseIntensity);
|
|
ASSERT_PROPERTY_EQ(1U, "diffuse.shader", diffuseShader);
|
|
ASSERT_PROPERTY_EQ(0U, "diffuse.ramp", diffuseRamp);
|
|
|
|
ASSERT_PROPERTY_EQ(aiColor3D(0.5f, 0.6f, 0.7f), "specular.color", specularColor);
|
|
ASSERT_PROPERTY_EQ(0.8f, "specular.intensity", specularIntensity);
|
|
ASSERT_PROPERTY_EQ(1, "specular.shader", specularShader);
|
|
ASSERT_PROPERTY_EQ(0, "specular.ramp", specularRamp);
|
|
ASSERT_PROPERTY_EQ(9, "specular.hardness", specularHardness);
|
|
|
|
ASSERT_PROPERTY_EQ(1, "transparency.use", transparencyUse);
|
|
ASSERT_PROPERTY_EQ(2, "transparency.method", transparencyMethod);
|
|
ASSERT_PROPERTY_EQ(0.01f, "transparency.alpha", transparencyAlpha);
|
|
ASSERT_PROPERTY_EQ(0.02f, "transparency.specular", transparencySpecular);
|
|
ASSERT_PROPERTY_EQ(0.03f, "transparency.fresnel", transparencyFresnel);
|
|
ASSERT_PROPERTY_EQ(3.14f, "transparency.blend", transparencyBlend);
|
|
ASSERT_PROPERTY_EQ(0.85f, "transparency.ior", transparencyIor);
|
|
ASSERT_PROPERTY_FLOAT_EQ(0.128f, "transparency.filter", transparencyFilter);
|
|
ASSERT_PROPERTY_FLOAT_EQ(1.298f, "transparency.falloff", transparencyFalloff);
|
|
ASSERT_PROPERTY_FLOAT_EQ(0.2376f, "transparency.limit", transparencyLimit);
|
|
ASSERT_PROPERTY_EQ(7, "transparency.depth", transparencyDepth);
|
|
ASSERT_PROPERTY_FLOAT_EQ(0.678f, "transparency.glossAmount", transparencyGlossAmount);
|
|
ASSERT_PROPERTY_FLOAT_EQ(0.208f, "transparency.glossThreshold", transparencyGlossThreshold);
|
|
ASSERT_PROPERTY_EQ(17, "transparency.glossSamples", transparencyGlossSamples);
|
|
|
|
ASSERT_PROPERTY_EQ(1, "mirror.use", mirrorUse);
|
|
ASSERT_PROPERTY_FLOAT_EQ(0.28f, "mirror.reflectivity", mirrorReflectivity);
|
|
ASSERT_PROPERTY_EQ(aiColor3D(0.25f, 0.5f, 0.128f), "mirror.color", mirrorColor);
|
|
ASSERT_PROPERTY_FLOAT_EQ(0.256f, "mirror.fresnel", mirrorFresnel);
|
|
ASSERT_PROPERTY_FLOAT_EQ(1.61f, "mirror.blend", mirrorBlend);
|
|
ASSERT_PROPERTY_EQ(12, "mirror.depth", mirrorDepth);
|
|
ASSERT_PROPERTY_FLOAT_EQ(0.4f, "mirror.maxDist", mirrorMaxDist);
|
|
ASSERT_PROPERTY_EQ(1, "mirror.fadeTo", mirrorFadeTo);
|
|
ASSERT_PROPERTY_FLOAT_EQ(0.512f, "mirror.glossAmount", mirrorGlossAmount);
|
|
ASSERT_PROPERTY_FLOAT_EQ(0.18f, "mirror.glossThreshold", mirrorGlossThreshold);
|
|
ASSERT_PROPERTY_EQ(61, "mirror.glossSamples", mirrorGlossSamples);
|
|
ASSERT_PROPERTY_FLOAT_EQ(0.87f, "mirror.glossAnisotropic", mirrorGlossAnisotropic);
|
|
}
|