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+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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/postprocess.h>
+#include <assimp/scene.h>
+#include <assimp/Importer.hpp>
+
+class BlendImportMaterials : public ::testing::Test {
+public:
+ void SetUp() override {
+ im = new Assimp::Importer();
+ }
+
+ void TearDown() override {
+ delete im;
+ }
+
+protected:
+ Assimp::Importer *im;
+};
+
+// ------------------------------------------------------------------------------------------------
+TEST_F(BlendImportMaterials, testImportMaterial) {
+ const aiScene *pTest = im->ReadFile(ASSIMP_TEST_MODELS_DIR "/BLEND/BlenderMaterial_269.blend", aiProcess_ValidateDataStructure);
+ 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(1, "diffuse.shader", diffuseShader);
+ ASSERT_PROPERTY_EQ(0, "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);
+}
+
+TEST_F(BlendImportMaterials, testImportMaterialwith2texturesAnd2TexCoordMappings) {
+ const aiScene *pTest = im->ReadFile(ASSIMP_TEST_MODELS_DIR "/BLEND/plane_2_textures_2_texcoords_279.blend", aiProcess_ValidateDataStructure);
+ ASSERT_TRUE(pTest != NULL);
+
+ // material has 2 diffuse textures
+ ASSERT_TRUE(pTest->HasMaterials());
+ EXPECT_EQ(1u, pTest->mNumMaterials);
+ const aiMaterial *pMat = pTest->mMaterials[0];
+ ASSERT_TRUE(nullptr != pMat);
+ ASSERT_EQ(2u, pMat->GetTextureCount(aiTextureType_DIFFUSE));
+ aiString aPath;
+ aiTextureMapping tm = aiTextureMapping::aiTextureMapping_OTHER;
+ aiReturn result = pMat->GetTexture(aiTextureType_DIFFUSE, 0, &aPath, &tm);
+ ASSERT_EQ(aiReturn_SUCCESS, result);
+ result = pMat->GetTexture(aiTextureType_DIFFUSE, 1, &aPath, &tm);
+ ASSERT_EQ(aiReturn_SUCCESS, result);
+
+ // mesh has 2 texturecoord sets
+ ASSERT_TRUE(pTest->HasMeshes());
+ EXPECT_EQ(1u, pTest->mNumMeshes);
+ const aiMesh *pMesh = pTest->mMeshes[0];
+ ASSERT_TRUE(nullptr != pMesh);
+ ASSERT_TRUE(pMesh->HasTextureCoords(0));
+ ASSERT_TRUE(pMesh->HasTextureCoords(1));
+}