assimp/test/unit/utRemoveRedundantMaterials.cpp

133 lines
4.4 KiB
C++

#include "UnitTestPCH.h"
#include "utRemoveRedundantMaterials.h"
CPPUNIT_TEST_SUITE_REGISTRATION (RemoveRedundantMatsTest);
// ------------------------------------------------------------------------------------------------
aiMaterial* getUniqueMaterial1()
{
// setup an unique name for each material - this shouldn't care
aiString mTemp;
mTemp.Set("UniqueMat1");
aiMaterial* pcMat = new aiMaterial();
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
float f = 2.0f;
pcMat->AddProperty<float>(&f, 1, AI_MATKEY_BUMPSCALING);
pcMat->AddProperty<float>(&f, 1, AI_MATKEY_SHININESS_STRENGTH);
return pcMat;
}
// ------------------------------------------------------------------------------------------------
aiMaterial* getUniqueMaterial2()
{
// setup an unique name for each material - this shouldn't care
aiString mTemp;
mTemp.Set("Unique Mat2");
aiMaterial* pcMat = new aiMaterial();
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
float f = 4.0f;int i = 1;
pcMat->AddProperty<float>(&f, 1, AI_MATKEY_BUMPSCALING);
pcMat->AddProperty<int>(&i, 1, AI_MATKEY_ENABLE_WIREFRAME);
return pcMat;
}
// ------------------------------------------------------------------------------------------------
aiMaterial* getUniqueMaterial3()
{
// setup an unique name for each material - this shouldn't care
aiString mTemp;
mTemp.Set("Complex material name");
aiMaterial* pcMat = new aiMaterial();
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
return pcMat;
}
// ------------------------------------------------------------------------------------------------
void RemoveRedundantMatsTest :: setUp (void)
{
// construct the process
piProcess = new RemoveRedundantMatsProcess();
// create a scene with 5 materials (2 is a duplicate of 0, 3 of 1)
pcScene1 = new aiScene();
pcScene1->mNumMaterials = 5;
pcScene1->mMaterials = new aiMaterial*[5];
pcScene1->mMaterials[0] = getUniqueMaterial1();
pcScene1->mMaterials[1] = getUniqueMaterial2();
pcScene1->mMaterials[4] = getUniqueMaterial3();
// all materials must be referenced
pcScene1->mNumMeshes = 5;
pcScene1->mMeshes = new aiMesh*[5];
for (unsigned int i = 0; i < 5;++i) {
pcScene1->mMeshes[i] = new aiMesh();
pcScene1->mMeshes[i]->mMaterialIndex = i;
}
// setup an unique name for each material - this shouldn't care
aiString mTemp;
mTemp.length = 1;
mTemp.data[0] = 48;
mTemp.data[1] = 0;
aiMaterial* pcMat;
pcScene1->mMaterials[2] = pcMat = new aiMaterial();
aiMaterial::CopyPropertyList(pcMat,(const aiMaterial*)pcScene1->mMaterials[0]);
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
mTemp.data[0]++;
pcScene1->mMaterials[3] = pcMat = new aiMaterial();
aiMaterial::CopyPropertyList(pcMat,(const aiMaterial*)pcScene1->mMaterials[1]);
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
mTemp.data[0]++;
}
// ------------------------------------------------------------------------------------------------
void RemoveRedundantMatsTest :: tearDown (void)
{
delete piProcess;
delete pcScene1;
}
// ------------------------------------------------------------------------------------------------
void RemoveRedundantMatsTest :: testRedundantMaterials (void)
{
piProcess->SetFixedMaterialsString();
piProcess->Execute(pcScene1);
CPPUNIT_ASSERT_EQUAL(pcScene1->mNumMaterials,3u);
CPPUNIT_ASSERT(0 != pcScene1->mMaterials &&
0 != pcScene1->mMaterials[0] &&
0 != pcScene1->mMaterials[1] &&
0 != pcScene1->mMaterials[2]);
aiString sName;
CPPUNIT_ASSERT(AI_SUCCESS == aiGetMaterialString(pcScene1->mMaterials[2],AI_MATKEY_NAME,&sName));
CPPUNIT_ASSERT(!::strcmp( sName.data, "Complex material name" ));
}
// ------------------------------------------------------------------------------------------------
void RemoveRedundantMatsTest :: testRedundantMaterialsWithExcludeList (void)
{
piProcess->SetFixedMaterialsString("\'Unique Mat2\'\t\'Complex material name\' and_another_one_which_we_wont_use");
piProcess->Execute(pcScene1);
CPPUNIT_ASSERT_EQUAL(pcScene1->mNumMaterials,4u);
CPPUNIT_ASSERT(0 != pcScene1->mMaterials &&
0 != pcScene1->mMaterials[0] &&
0 != pcScene1->mMaterials[1] &&
0 != pcScene1->mMaterials[2] &&
0 != pcScene1->mMaterials[3]);
aiString sName;
CPPUNIT_ASSERT(AI_SUCCESS == aiGetMaterialString(pcScene1->mMaterials[3],AI_MATKEY_NAME,&sName));
CPPUNIT_ASSERT(!::strcmp( sName.data, "Complex material name" ));
}