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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 "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(nullptr != pcScene1->mMaterials &&
- nullptr != pcScene1->mMaterials[0] &&
- nullptr != pcScene1->mMaterials[1] &&
- nullptr != 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(nullptr != pcScene1->mMaterials &&
- nullptr != pcScene1->mMaterials[0] &&
- nullptr != pcScene1->mMaterials[1] &&
- nullptr != pcScene1->mMaterials[2] &&
- nullptr != pcScene1->mMaterials[3]);
- aiString sName;
- EXPECT_EQ(AI_SUCCESS, aiGetMaterialString(pcScene1->mMaterials[3], AI_MATKEY_NAME, &sName));
- EXPECT_STREQ("Complex material name", sName.data);
- }
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