From 058f98a63658dc1a2579826ba167fd61bed1e21f Mon Sep 17 00:00:00 2001 From: sanine Date: Fri, 4 Mar 2022 10:47:15 -0600 Subject: add assimp submodule --- .../test/unit/utBlendImportMaterials.cpp | 146 +++++++++++++++++++++ 1 file changed, 146 insertions(+) create mode 100644 src/mesh/assimp-master/test/unit/utBlendImportMaterials.cpp (limited to 'src/mesh/assimp-master/test/unit/utBlendImportMaterials.cpp') diff --git a/src/mesh/assimp-master/test/unit/utBlendImportMaterials.cpp b/src/mesh/assimp-master/test/unit/utBlendImportMaterials.cpp new file mode 100644 index 0000000..582d47e --- /dev/null +++ b/src/mesh/assimp-master/test/unit/utBlendImportMaterials.cpp @@ -0,0 +1,146 @@ +/* +--------------------------------------------------------------------------- +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 +#include +#include +#include + +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)); +} -- cgit v1.2.1