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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 "Material/MaterialSystem.h"
+#include "PostProcessing/RemoveRedundantMaterials.h"
+#include <assimp/scene.h>
+
+using namespace std;
+using namespace Assimp;
+
+class RemoveRedundantMatsTest : public ::testing::Test {
+public:
+ virtual void SetUp();
+ virtual void TearDown();
+
+protected:
+ RemoveRedundantMatsProcess *piProcess;
+ aiScene *pcScene1;
+};
+
+// ------------------------------------------------------------------------------------------------
+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() {
+ // 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() {
+ delete piProcess;
+ delete pcScene1;
+}
+
+// ------------------------------------------------------------------------------------------------
+TEST_F(RemoveRedundantMatsTest, testRedundantMaterials) {
+ piProcess->SetFixedMaterialsString();
+
+ piProcess->Execute(pcScene1);
+ EXPECT_EQ(3U, pcScene1->mNumMaterials);
+ EXPECT_TRUE(0 != pcScene1->mMaterials &&
+ 0 != pcScene1->mMaterials[0] &&
+ 0 != pcScene1->mMaterials[1] &&
+ 0 != pcScene1->mMaterials[2]);
+
+ aiString sName;
+ EXPECT_EQ(AI_SUCCESS, aiGetMaterialString(pcScene1->mMaterials[2], AI_MATKEY_NAME, &sName));
+ EXPECT_STREQ("Complex material name", sName.data);
+}
+
+// ------------------------------------------------------------------------------------------------
+TEST_F(RemoveRedundantMatsTest, testRedundantMaterialsWithExcludeList) {
+ piProcess->SetFixedMaterialsString("\'Unique Mat2\'\t\'Complex material name\' and_another_one_which_we_wont_use");
+
+ piProcess->Execute(pcScene1);
+ EXPECT_EQ(4U, pcScene1->mNumMaterials);
+ EXPECT_TRUE(0 != pcScene1->mMaterials &&
+ 0 != pcScene1->mMaterials[0] &&
+ 0 != pcScene1->mMaterials[1] &&
+ 0 != pcScene1->mMaterials[2] &&
+ 0 != pcScene1->mMaterials[3]);
+
+ aiString sName;
+ EXPECT_EQ(AI_SUCCESS, aiGetMaterialString(pcScene1->mMaterials[3], AI_MATKEY_NAME, &sName));
+ EXPECT_STREQ("Complex material name", sName.data);
+}