reformat unittests.
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@@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@@ -42,9 +40,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "UnitTestPCH.h"
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#include <assimp/scene.h>
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#include "PostProcessing/RemoveRedundantMaterials.h"
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#include "Material/MaterialSystem.h"
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#include "PostProcessing/RemoveRedundantMaterials.h"
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#include <assimp/scene.h>
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using namespace std;
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using namespace Assimp;
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@@ -55,19 +53,18 @@ public:
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virtual void TearDown();
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protected:
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RemoveRedundantMatsProcess* piProcess;
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aiScene* pcScene1;
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RemoveRedundantMatsProcess *piProcess;
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aiScene *pcScene1;
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};
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// ------------------------------------------------------------------------------------------------
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aiMaterial* getUniqueMaterial1()
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{
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aiMaterial *getUniqueMaterial1() {
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// setup an unique name for each material - this shouldn't care
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aiString mTemp;
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mTemp.Set("UniqueMat1");
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aiMaterial* pcMat = new aiMaterial();
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pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
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aiMaterial *pcMat = new aiMaterial();
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pcMat->AddProperty(&mTemp, AI_MATKEY_NAME);
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float f = 2.0f;
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pcMat->AddProperty<float>(&f, 1, AI_MATKEY_BUMPSCALING);
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pcMat->AddProperty<float>(&f, 1, AI_MATKEY_SHININESS_STRENGTH);
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@@ -75,42 +72,40 @@ aiMaterial* getUniqueMaterial1()
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}
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// ------------------------------------------------------------------------------------------------
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aiMaterial* getUniqueMaterial2()
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{
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aiMaterial *getUniqueMaterial2() {
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// setup an unique name for each material - this shouldn't care
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aiString mTemp;
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mTemp.Set("Unique Mat2");
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aiMaterial* pcMat = new aiMaterial();
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pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
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float f = 4.0f;int i = 1;
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aiMaterial *pcMat = new aiMaterial();
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pcMat->AddProperty(&mTemp, AI_MATKEY_NAME);
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float f = 4.0f;
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int i = 1;
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pcMat->AddProperty<float>(&f, 1, AI_MATKEY_BUMPSCALING);
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pcMat->AddProperty<int>(&i, 1, AI_MATKEY_ENABLE_WIREFRAME);
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return pcMat;
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}
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// ------------------------------------------------------------------------------------------------
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aiMaterial* getUniqueMaterial3()
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{
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aiMaterial *getUniqueMaterial3() {
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// setup an unique name for each material - this shouldn't care
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aiString mTemp;
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mTemp.Set("Complex material name");
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aiMaterial* pcMat = new aiMaterial();
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pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
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aiMaterial *pcMat = new aiMaterial();
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pcMat->AddProperty(&mTemp, AI_MATKEY_NAME);
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return pcMat;
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}
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// ------------------------------------------------------------------------------------------------
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void RemoveRedundantMatsTest::SetUp()
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{
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void RemoveRedundantMatsTest::SetUp() {
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// construct the process
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piProcess = new RemoveRedundantMatsProcess();
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// create a scene with 5 materials (2 is a duplicate of 0, 3 of 1)
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pcScene1 = new aiScene();
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pcScene1->mNumMaterials = 5;
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pcScene1->mMaterials = new aiMaterial*[5];
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pcScene1->mMaterials = new aiMaterial *[5];
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pcScene1->mMaterials[0] = getUniqueMaterial1();
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pcScene1->mMaterials[1] = getUniqueMaterial2();
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@@ -118,8 +113,8 @@ void RemoveRedundantMatsTest::SetUp()
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// all materials must be referenced
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pcScene1->mNumMeshes = 5;
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pcScene1->mMeshes = new aiMesh*[5];
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for (unsigned int i = 0; i < 5;++i) {
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pcScene1->mMeshes = new aiMesh *[5];
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for (unsigned int i = 0; i < 5; ++i) {
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pcScene1->mMeshes[i] = new aiMesh();
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pcScene1->mMeshes[i]->mMaterialIndex = i;
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}
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@@ -130,57 +125,53 @@ void RemoveRedundantMatsTest::SetUp()
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mTemp.data[0] = 48;
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mTemp.data[1] = 0;
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aiMaterial* pcMat;
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aiMaterial *pcMat;
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pcScene1->mMaterials[2] = pcMat = new aiMaterial();
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aiMaterial::CopyPropertyList(pcMat,(const aiMaterial*)pcScene1->mMaterials[0]);
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pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
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aiMaterial::CopyPropertyList(pcMat, (const aiMaterial *)pcScene1->mMaterials[0]);
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pcMat->AddProperty(&mTemp, AI_MATKEY_NAME);
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mTemp.data[0]++;
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pcScene1->mMaterials[3] = pcMat = new aiMaterial();
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aiMaterial::CopyPropertyList(pcMat,(const aiMaterial*)pcScene1->mMaterials[1]);
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pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
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aiMaterial::CopyPropertyList(pcMat, (const aiMaterial *)pcScene1->mMaterials[1]);
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pcMat->AddProperty(&mTemp, AI_MATKEY_NAME);
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mTemp.data[0]++;
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}
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// ------------------------------------------------------------------------------------------------
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void RemoveRedundantMatsTest::TearDown()
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{
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void RemoveRedundantMatsTest::TearDown() {
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delete piProcess;
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delete pcScene1;
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveRedundantMatsTest, testRedundantMaterials)
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{
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TEST_F(RemoveRedundantMatsTest, testRedundantMaterials) {
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piProcess->SetFixedMaterialsString();
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piProcess->Execute(pcScene1);
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EXPECT_EQ(3U, pcScene1->mNumMaterials);
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EXPECT_TRUE(0 != pcScene1->mMaterials &&
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0 != pcScene1->mMaterials[0] &&
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0 != pcScene1->mMaterials[1] &&
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0 != pcScene1->mMaterials[2]);
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0 != pcScene1->mMaterials[0] &&
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0 != pcScene1->mMaterials[1] &&
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0 != pcScene1->mMaterials[2]);
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aiString sName;
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EXPECT_EQ(AI_SUCCESS, aiGetMaterialString(pcScene1->mMaterials[2],AI_MATKEY_NAME,&sName));
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EXPECT_EQ(AI_SUCCESS, aiGetMaterialString(pcScene1->mMaterials[2], AI_MATKEY_NAME, &sName));
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EXPECT_STREQ("Complex material name", sName.data);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveRedundantMatsTest, testRedundantMaterialsWithExcludeList)
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{
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TEST_F(RemoveRedundantMatsTest, testRedundantMaterialsWithExcludeList) {
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piProcess->SetFixedMaterialsString("\'Unique Mat2\'\t\'Complex material name\' and_another_one_which_we_wont_use");
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piProcess->Execute(pcScene1);
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EXPECT_EQ(4U, pcScene1->mNumMaterials);
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EXPECT_TRUE(0 != pcScene1->mMaterials &&
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0 != pcScene1->mMaterials[0] &&
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0 != pcScene1->mMaterials[1] &&
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0 != pcScene1->mMaterials[2] &&
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0 != pcScene1->mMaterials[3]);
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0 != pcScene1->mMaterials[0] &&
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0 != pcScene1->mMaterials[1] &&
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0 != pcScene1->mMaterials[2] &&
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0 != pcScene1->mMaterials[3]);
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aiString sName;
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EXPECT_EQ(AI_SUCCESS, aiGetMaterialString(pcScene1->mMaterials[3],AI_MATKEY_NAME,&sName));
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EXPECT_EQ(AI_SUCCESS, aiGetMaterialString(pcScene1->mMaterials[3], AI_MATKEY_NAME, &sName));
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EXPECT_STREQ("Complex material name", sName.data);
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}
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