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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2025, 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 != nullptr);
- 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 != nullptr);
- // 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));
- }
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